You will have to do this with C++ and create a custom node for now (as of UE4.6.1 there’s still no node).
To get the current level name:
GetWorld()->GetMapName()
But the level name is prefixed, depending where it runs (PIE, Window), so, in order to get the prefix:
GetWorld()->StreamingLevelsPrefix
Then you can perform a string replace removing the prefix and get the level name ![]()