create_level_instance
Bind a saved .umap to the editor world by spawning an ALevelInstance actor, ensuring the map exists on disk to prevent broken references.
Instructions
Spawns an ALevelInstance actor in the editor world and binds it to a saved map (.umap). Uses the canonical headless-safe path: SpawnActor + ALevelInstance::SetWorldAsset (NOT the editor-interactive ULevelInstanceSubsystem::CreateLevelInstanceFrom). The referenced .umap MUST already exist on disk; validated before binding so no actor is left with a broken WorldAsset. The sub-level is streamed in deferred/async, so loaded is always false here (binding != synchronous load). Idempotent: an existing ALevelInstance referencing the same world asset at the same location is returned with already_exists=true.
Returns: { actor_name: string, world_asset_path: string, world_asset_set: bool, world_asset_valid: bool, loaded: bool, location: [number,number,number], already_exists: bool, note: string }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| name | No | Optional actor label for the spawned level instance. | |
| location | No | Optional spawn location [x, y, z] (default [0,0,0]). | |
| world_asset_path | Yes | Package/object path of the saved map to reference (e.g. "/Game/Maps/Foo"). |