UPDATE! This node comes with the Engine as standard, you don’t need to make a custom function.


You can make a blueprint exposed function in c++ to return the clean map name. I made it so I could make save files that directly relate to the current map. The built in function for map name also includes the editor type, ie “PIE-CrazyMap”, so we get the streaming level prefix and chop that from the beginning.  Making sure to confirm the GEngine is valid whenever working with it.

You could easily simplify this down to 1 line without setting those variables, I just did it like this to better show what is going on.

Also, don’t forget to change the namespace to match your projects.