LogicChangeLevel
Loads a new map when triggered. Does not carry any entities across or preserve map state. Use LogicTransitionLevel for seamless level transitions.
Inputs
ChangeLevel String The full path to the map file to load, including the .crm extension. Universal Inputs
These inputs are available on every entity in the engine, not just this one.
GetValue String Reads the named exposed value from this entity and injects it into the pass variable pool. See Advanced Outputs for details. AddVelocity x,y,z Adds the given vector to the entity's current velocity. SetVelocity x,y,z Sets the entity's velocity to the given vector, discarding any current velocity. SetPosition x,y,z Teleports the entity to the given world position. SetScale x,y,z Sets the entity's scale. SetRotation x,y,z Sets the entity's rotation from Euler angles in degrees. AddImpulse x,y,z Applies an instantaneous physics impulse to the entity. Destroy — Despawns this entity on the next frame. Notes
LogicChangeLevel is a hard map change — it loads the target map from scratch with no entity carry-over and no session state preservation. The current map is fully unloaded.
Use this for title screens, menu maps, cutscene maps, or any transition where continuity with the previous map is not needed. For gameplay transitions where the player and nearby entities should carry over seamlessly, use LogicTransitionLevel instead.
This will also clear all cached states for previous maps, so it could possibly be useful for maps that denote new chapters and need to clear the old cache data.
The parameter passed to ChangeLevel is a path relative to the current map’s parent directory, much like LogicTransitionLevel.