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Path helpers for retrieving game dir, engine dir, etc.
| Name | FPaths |
| Type | class |
| Header File | /Engine/Source/Runtime/Core/Public/Misc/Paths.h |
| Include Path | #include "Misc/Paths.h" |
Syntax
class FPaths
Structs
| Name | Remarks |
|---|---|
| FStaticData |
Enums
Public
| Name | Remarks |
|---|---|
| EGetExtensionDirsFlags | |
| EPathConversion |
Functions
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FString AudioCaptureDir() |
Returns the directory the engine uses to output user requested audio capture files. | Misc/Paths.h | |
static FString AutomationDir() |
Returns the directory for automation save files | Misc/Paths.h | |
static FString AutomationLogDir() |
Returns the directory for automation log files | Misc/Paths.h | |
static FString AutomationReportsDir() |
Returns the directory for results of automation tests. May be deleted every run. | Misc/Paths.h | |
static FString AutomationTransientDir() |
Returns the directory for automation save files that are meant to be deleted every run | Misc/Paths.h | |
static FString BugItDir() |
Returns the directory the engine uses to output BugIt files. | Misc/Paths.h | |
static bool CanGetProjectDir() |
Misc/Paths.h | ||
| Changes the extension of the given filename (does nothing if the file has no extension) | Misc/Paths.h | ||
static FString CloudDir() |
Returns the directory for local files used in cloud emulation or support | Misc/Paths.h | |
static bool CollapseRelativeDirectories
(
FString& InPath, |
Takes a fully pathed string and eliminates relative pathing (eg: annihilates ".." with the adjacent directory). | Misc/Paths.h | |
static FString Combine
(
PathTypes&&... InPaths |
Misc/Paths.h | ||
static FString CombineImpl
(
UE::Core::Private::TToStringType_T< std::decay_t< PathTypes > >... InPaths |
Misc/Paths.h | ||
static FString CombineInternal
(
const FStringView* Paths, |
Misc/Paths.h | ||
| Converts a sandbox (in Saved/Sandboxes) path to a normal path. | Misc/Paths.h | ||
static FString ConvertPath
(
const FString& Path, |
Converts a path with the given method. | Misc/Paths.h | |
static FString ConvertRelativePathToFull
(
const FString& BasePath, |
Converts a relative path name to a fully qualified name relative to the specified BasePath. | Misc/Paths.h | |
static FString ConvertRelativePathToFull
(
const FString& BasePath, |
Converts a relative path name to a fully qualified name relative to the specified BasePath. | Misc/Paths.h | |
static FString ConvertRelativePathToFull
(
FString&& BasePath, |
Converts a relative path name to a fully qualified name relative to the specified BasePath. | Misc/Paths.h | |
static FString ConvertRelativePathToFull
(
FString&& BasePath, |
Converts a relative path name to a fully qualified name relative to the specified BasePath. | Misc/Paths.h | |
static FString ConvertRelativePathToFull
(
FString&& InPath |
Converts a relative path name to a fully qualified name relative to the process BaseDir(). | Misc/Paths.h | |
static FString ConvertRelativePathToFull
(
const FString& InPath |
Converts a relative path name to a fully qualified name relative to the process BaseDir(). | Misc/Paths.h | |
| Converts a normal path to a sandbox path (in Saved/Sandboxes). | Misc/Paths.h | ||
static FString CreateStandardFilename
(
const FString& InPath |
Make fully standard "Unreal" pathname: | Misc/Paths.h | |
static FString CreateTempFilename
(
const TCHAR* Path, |
Creates a temporary filename with the specified prefix. | Misc/Paths.h | |
static const FString & CustomShaderDirArgument () |
Returns, if any, the value of the -shaderworkingdir command line argument. | Misc/Paths.h | |
static const FString & CustomUserDirArgument () |
Returns, if any, the value of the -userdir command line argument. | Misc/Paths.h | |
static FStringView DevelopersFolderName() |
Returns the name of the subfolder for developer-specific content Example: "Developers" | Misc/Paths.h | |
static FString DiffDir() |
Returns the directory for temp files used for diffing | Misc/Paths.h | |
static bool DirectoryExists
(
const FString& InPath |
Returns true if this directory was found, false otherwise | Misc/Paths.h | |
static FString EngineConfigDir() |
Returns the directory the root configuration files are located. | Misc/Paths.h | |
static FString EngineContentDir() |
Returns the content directory of the "core" engine that can be shared across several games or across games & mods. | Misc/Paths.h | |
static FString EngineDefaultLayoutDir() |
Returns the directory for default Editor UI Layout files of the engine | Misc/Paths.h | |
| Returns the base directory of the "core" engine that can be shared across several games or across games & mods. | Misc/Paths.h | ||
static FString EngineEditorSettingsDir() |
Returns the Editor Settings directory of the engine | Misc/Paths.h | |
static FString EngineIntermediateDir() |
Returns the intermediate directory of the engine | Misc/Paths.h | |
static FString EnginePlatformExtensionDir
(
const TCHAR* Platform |
Returns the directory where the engine's platform extensions resides for the given platform | Misc/Paths.h | |
static FString EnginePlatformExtensionsDir() |
Returns the directory where engine platform extensions reside | Misc/Paths.h | |
static FString EnginePluginsDir() |
Returns the plugins directory of the engine | Misc/Paths.h | |
static FString EngineProjectLayoutDir() |
Returns the directory for project Editor UI Layout files of the engine | Misc/Paths.h | |
static FString EngineSavedDir() |
Returns the saved directory of the engine | Misc/Paths.h | |
static FString EngineSourceDir() |
Returns the directory where engine source code files are kept | Misc/Paths.h | |
static FString EngineUserDir() |
Returns the root directory for user-specific engine files. Always writable. | Misc/Paths.h | |
static FString EngineUserLayoutDir() |
Returns the directory for user-generated Editor UI Layout files of the engine | Misc/Paths.h | |
static FString EngineVersionAgnosticUserDir () |
Returns the root directory for user-specific engine files which can be shared between versions. | Misc/Paths.h | |
static FString EnterpriseDir() |
Returns the base directory enterprise directory. | Misc/Paths.h | |
static FString EnterpriseFeaturePackDir() |
Returns the enterprise FeaturePack directory | Misc/Paths.h | |
static FString EnterprisePluginsDir() |
Returns the enterprise plugins directory | Misc/Paths.h | |
static FString FeaturePackDir() |
Returns the directory where feature packs are kept | Misc/Paths.h | |
static bool FileExists
(
const FString& InPath |
Returns true if this file was found, false otherwise | Misc/Paths.h | |
| Converts the path casing to match the casing found on disk without resolving directory junctions | Misc/Paths.h | ||
static FString GameAgnosticSavedDir () |
Returns the saved directory that is not game specific. | Misc/Paths.h | |
static FString GameDevelopersDir() |
Returns the directory that contains subfolders for developer-specific content Example: "../../../ProjectName/Content/Developers | Misc/Paths.h | |
static const TCHAR * GameFeatureRootPrefix() |
Returns the special path used when mounting FeaturePaks in editor | Misc/Paths.h | |
static FString GameSourceDir() |
Returns the directory where game source code files are kept | Misc/Paths.h | |
static FString GameUserDeveloperDir() |
Returns The directory that contains developer-specific content for the current user | Misc/Paths.h | |
static FString GameUserDeveloperFolderName() |
Returns The folder name for the developer-specific directory for the current user | Misc/Paths.h | |
static FString GeneratedConfigDir() |
Returns the directory the engine saves generated config files. | Misc/Paths.h | |
static FString GetBaseFilename
(
const FString& InPath, |
Returns the same thing as GetCleanFilename, but without the extension. | Misc/Paths.h | |
static FString GetBaseFilename
(
FString&& InPath, |
Returns the same thing as GetCleanFilename, but without the extension. | Misc/Paths.h | |
static FString GetCleanFilename
(
const FString& InPath |
Returns the filename (with extension), minus any path information. | Misc/Paths.h | |
static FString GetCleanFilename
(
FString&& InPath |
Returns the filename (with extension), minus any path information. | Misc/Paths.h | |
static FString GetCleanFilenameUtf8
(
const FUtf8String& InPath |
Misc/Paths.h | ||
| Returns a list of cooked editor-specific localization paths | Misc/Paths.h | ||
| Returns a list of editor-specific localization paths | Misc/Paths.h | ||
| Returns a list of engine-specific localization paths | Misc/Paths.h | ||
| Gets the extension for this filename. | Misc/Paths.h | ||
static TArray< FString > GetExtensionDirs
(
const FString& BaseDir, |
Returns platform and restricted extensions that are present and if CheckPlatformsValid is set, valid (for platforms, it uses FDataDrivenPlatformInfo to determine valid platforms, it doesn't just use what's present) | Misc/Paths.h | |
static TArray< FString > GetExtensionDirs
(
const FString& BaseDir, |
Returns platform and restricted extensions that are present and if bCheckValid is set, valid (for platforms, it uses FDataDrivenPlatformInfo to determine valid platforms, it doesn't just use what's present) | Misc/Paths.h | |
| Returns a list of game-specific localization paths | Misc/Paths.h | ||
static FString GetInvalidFileSystemChars() |
Returns a string containing all invalid characters as dictated by the operating system | Misc/Paths.h | |
| Returns the path in front of the filename. | Misc/Paths.h | ||
| Returns the path in front of the filename. | Misc/Paths.h | ||
static FString GetPathLeaf
(
const FString& InPath |
Returns the leaf in the path. | Misc/Paths.h | |
static FString GetPathLeaf
(
FString&& InPath |
Returns the leaf in the path. | Misc/Paths.h | |
static FString GetPlatformLocalizationFolderName() |
Get the name of the platform-specific localization sub-folder | Misc/Paths.h | |
static FString GetProjectFilePath() |
Gets the path to the project file. | Misc/Paths.h | |
| Returns a list of property name localization paths | Misc/Paths.h | ||
static const FString & GetRelativePathToRoot() |
Gets the relative path to get from BaseDir to RootDirectory | Misc/Paths.h | |
| Returns a list of restricted/internal folder names (without any slashes) which may be tested against full paths to determine if a path is restricted or not. | Misc/Paths.h | ||
| Returns a list of tool tip localization paths | Misc/Paths.h | ||
static bool HasProjectPersistentDownloadDir() |
Returns true if a writable directory for downloaded data that persists across play sessions is available | Misc/Paths.h | |
static bool IsDrive
(
const FString& InPath |
Returns true if this path represents a root drive or volume | Misc/Paths.h | |
static bool IsProjectFilePathSet() |
Checks whether the path to the project file, if any, is set. | Misc/Paths.h | |
static bool IsRelative
(
const FString& InPath |
Returns true if this path is relative to another path | Misc/Paths.h | |
static bool IsRestrictedPath
(
const FString& InPath |
Determines if supplied path uses a restricted/internal subdirectory. | Misc/Paths.h | |
| Checks if two paths are the same. | Misc/Paths.h | ||
static bool IsStaged() |
Misc/Paths.h | ||
| Determines if a path is under a given directory | Misc/Paths.h | ||
static FString LaunchDir() |
Returns the directory the application was launched from (useful for commandline utilities) | Misc/Paths.h | |
static bool MakePathRelativeTo
(
FString& InPath, |
Assuming both paths (or filenames) are relative to the same base dir, modifies InPath to be relative to InRelativeTo | Misc/Paths.h | |
static void MakePlatformFilename
(
FString& InPath |
Takes an "Unreal" pathname and converts it to a platform filename. | Misc/Paths.h | |
static void MakeStandardFilename
(
FString& InPath |
Misc/Paths.h | ||
| Returns a string that is safe to use as a filename because all items in GetInvalidFileSystemChars() are removed | Misc/Paths.h | ||
static void NormalizeDirectoryName
(
FString& InPath |
Normalize all / and \ to TEXT("/") and remove any trailing TEXT("/") if the character before that is not a TEXT("/") or a colon | Misc/Paths.h | |
static void NormalizeFilename
(
FString& InPath |
Convert all / and \ to TEXT("/") | Misc/Paths.h | |
static void PlatformIndependentNormalizePath
(
FString& Path, |
Helper function to reduce duplication between NormalizeFilename and other functions that need to normalize while also doing other transformations. | Misc/Paths.h | |
static FString ProfilingDir() |
Returns the directory the engine uses to output profiling files. | Misc/Paths.h | |
static FString ProjectConfigDir() |
Returns the directory the root configuration files are located. | Misc/Paths.h | |
static FString ProjectContentDir() |
Returns the content directory of the current game by looking at FApp::GetProjectName(). | Misc/Paths.h | |
static FString ProjectDir () |
Returns the base directory of the current project by looking at FApp::GetProjectName(). | Misc/Paths.h | |
static FString ProjectIntermediateDir() |
Returns the intermediate directory of the current game by looking at FApp::GetProjectName(). | Misc/Paths.h | |
static FString ProjectLogDir () |
Returns the directory the engine uses to output logs. | Misc/Paths.h | |
static FString ProjectModsDir() |
Returns the mods directory of the current project by looking at FApp::GetProjectName(). | Misc/Paths.h | |
static FString ProjectPersistentDownloadDir() |
Returns the writable directory for downloaded data that persists across play sessions. | Misc/Paths.h | |
static FString ProjectPlatformExtensionDir
(
const TCHAR* Platform |
Returns the directory where the project's platform extensions resides for the given platform | Misc/Paths.h | |
static FString ProjectPlatformExtensionsDir() |
Returns the directory where the project's platform extensions reside | Misc/Paths.h | |
static FString ProjectPluginsDir() |
Returns the plugins directory of the current game by looking at FApp::GetProjectName(). | Misc/Paths.h | |
static const FString & ProjectSavedDir() |
Returns the saved directory of the current game by looking at FApp::GetProjectName(). | Misc/Paths.h | |
static FString ProjectUserDir() |
Returns the root directory for user-specific game files. | Misc/Paths.h | |
static void RemoveDuplicateSlashes
(
FString& InPath |
Removes duplicate slashes in paths. | Misc/Paths.h | |
static FString RemoveDuplicateSlashes
(
const FString& InPath |
Returns a copy of the given path on which duplicate slashes were removed (see the inplace version for more details). | Misc/Paths.h | |
static FString RootDir() |
Returns the root directory of the engine directory tree | Misc/Paths.h | |
static FString SandboxesDir() |
Returns the directory the engine stores sandbox output | Misc/Paths.h | |
static FString ScreenShotDir() |
Returns the directory the engine uses to output screenshot files. | Misc/Paths.h | |
| Sets the extension of the given filename (like ChangeExtension, but also applies the extension if the file doesn't have one) | Misc/Paths.h | ||
static void SetProjectFilePath
(
const FString& NewGameProjectFilePath |
Sets the path to the project file. | Misc/Paths.h | |
static FString ShaderWorkingDir() |
Misc/Paths.h | ||
static bool ShouldSaveToUserDir() |
Should the "saved" directory structures be rooted in the user dir or relative to the "engine/game" | Misc/Paths.h | |
static FString SourceConfigDir () |
Returns the directory the engine uses to look for the source leaf ini files. | Misc/Paths.h | |
| Parses a fully qualified or relative filename into its components (filename, path, extension). | Misc/Paths.h | ||
static void TearDown() |
Frees any memory retained by FPaths. | Misc/Paths.h | |
| Validates that the parts that make up the path contain no invalid characters as dictated by the operating system Note that this is a different set of restrictions to those imposed by FPackageName | Misc/Paths.h | ||
static FString VideoCaptureDir() |
Returns the directory the engine uses to output user requested video capture files. | Misc/Paths.h |