new_level
Loads the Unreal Engine default template map into the editor; does not create an empty level. Refuses while other worlds are resident, and ignores level_name.
Instructions
Loads the ENGINE default template map into the editor. It does NOT create a level and the level is NOT empty (~45 actors: Floor, PlayerStart, DirectionalLight, SkyLight, SkyAtmosphere, fog); level_name is accepted but IGNORED. After this the editor sits on an /Engine map, so a save_level without filename would write over the engine's own .umap. Like load_level it REFUSES to run while other UWorlds are resident in memory, because this is a LoadMap and the engine's world-leak check turns that into a Fatal error that kills the editor process (see force).
Returns: { success: bool, error?: string, refused?: bool, load_attempted?: bool, requested_filename?: string, target_package?: string, resident_world_count?: int, resident_worlds?: [{ package: string, world_name: string, world_type: string, has_world_context: bool, is_load_target: bool }], resident_world_is_load_target?: bool, remedy?: string, data?: { template_package: string, level_name_ignored: bool, requested_level_name?: string, resident_world_count: int, forced_past_resident_worlds: bool, resident_worlds?: [...], level_name?: string, world_name?: string, loaded_package?: string, is_engine_template?: bool, warning?: string, message?: string } }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| force | No | Skip the resident-world preflight and call LoadMap anyway. With resident worlds alive this PROBABLY KILLS THE EDITOR: the engine raises a Fatal error ("World Memory Leaks"), the process dies and every unsaved in-memory edit is lost. Defaults to false. | |
| level_name | No | IGNORED. Accepted for wire compatibility only; the loaded map is always /Engine/Maps/Templates/Template_Default. When you pass one, the response echoes it in requested_level_name and sets level_name_ignored=true. |