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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Kismet
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UBlueprintFunctionLibrary
- UBlueprintPathsLibrary
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Kismet/BlueprintPathsLibrary.h |
| Include | #include "Kismet/BlueprintPathsLibrary.h" |
Syntax
class UBlueprintPathsLibrary : public UBlueprintFunctionLibrary
Remarks
Function library to expose FPaths to Blueprints and Python
Function signatures are preserved for the most part with adjustments made to some signatures to better match Blueprints / Python workflow
Constructors
| Type | Name | Description | |
|---|---|---|---|
UBlueprintPathsLibrary
(
const FObjectInitializer& ObjectInitializer |
Functions
| Type | Name | Description | |
|---|---|---|---|
| FString | Returns the directory for automation save files | ||
| FString | Returns the directory for automation log files | ||
| FString | Returns the directory for automation save files that are meant to be deleted every run | ||
| FString | BugItDir () |
Returns the directory the engine uses to output BugIt files. | |
| FString | ChangeExtension
(
const FString& InPath, |
Changes the extension of the given filename (does nothing if the file has no extension) | |
| FString | CloudDir () |
Returns the directory for local files used in cloud emulation or support | |
| bool | CollapseRelativeDirectories
(
const FString& InPath, |
Takes a fully pathed string and eliminates relative pathing (eg: annihilates ".." with the adjacent directory). | |
| FString | Combine two or more Paths into one single Path | ||
| FString | ConvertFromSandboxPath
(
const FString& InPath, |
Converts a sandbox (in Saved/Sandboxes) path to a normal path. | |
| FString | ConvertRelativePathToFull
(
const FString& InPath, |
Converts a relative path name to a fully qualified name relative to the specified BasePath. | |
| FString | ConvertToSandboxPath
(
const FString& InPath, |
Converts a normal path to a sandbox path (in Saved/Sandboxes). | |
| FString | CreateTempFilename
(
const FString& Path, |
Creates a temporary filename with the specified prefix. | |
| FString | DiffDir () |
Returns the directory for temp files used for diffing | |
| bool |
DirectoryExists
(
const FString& InPath |
Returns true if this directory was found, false otherwise | |
| FString | Returns the directory the root configuration files are located. | ||
| FString | Returns the content directory of the "core" engine that can be shared across several games or across games & mods. | ||
| FString | EngineDir () |
Returns the base directory of the "core" engine that can be shared across several games or across games & mods. | |
| FString | Returns the intermediate directory of the engine | ||
| FString | Returns the plugins directory of the engine | ||
| FString | Returns the saved directory of the engine | ||
| FString | Returns the directory where engine source code files are kept | ||
| FString | Returns the root directory for user-specific engine files. Always writable. | ||
| FString | Returns the root directory for user-specific engine files which can be shared between versions. | ||
| FString | Returns the base directory enterprise directory. | ||
| FString | Returns the enterprise FeaturePack directory | ||
| FString | Returns the enterprise plugins directory | ||
| FString | Returns the directory where feature packs are kept | ||
| bool | FileExists
(
const FString& InPath |
Returns true if this file was found, false otherwise | |
| FString | Returns the saved directory that is not game specific. | ||
| FString | Returns the directory that contains subfolders for developer-specific content | ||
| FString | Returns the directory where game source code files are kept | ||
| FString | Returns the directory that contains developer-specific content for the current user | ||
| FString | Returns the directory the engine saves generated config files. | ||
| FString | GetBaseFilename
(
const FString& InPath, |
Returns the same thing as GetCleanFilename, but without the extension. | |
| FString | GetCleanFilename
(
const FString& InPath |
Returns the filename (with extension), minus any path information. | |
| const TArray< FString > & | Returns a list of editor-specific localization paths | ||
| const TArray< FString > & | Returns a list of engine-specific localization paths | ||
| FString | GetExtension
(
const FString& InPath, |
Gets the extension for this filename. | |
| const TArray< FString > & | Returns a list of game-specific localization paths | ||
| FString | Returns a string containing all invalid characters as dictated by the operating system | ||
| FString | Returns the path in front of the filename. | ||
| FString | Gets the path to the project file. | ||
| const TArray< FString > & | Returns a list of property name localization paths | ||
| const FString & | Gets the relative path to get from BaseDir to RootDirectory | ||
| const TArray< FString > & | 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. | ||
| const TArray< FString > & | Returns a list of tool tip localization paths | ||
| bool | Returns true if a writable directory for downloaded data that persists across play sessions is available | ||
| bool | Returns true if this path represents a root drive or volume | ||
| bool | Checks whether the path to the project file, if any, is set. | ||
| bool | IsRelative
(
const FString& InPath |
Returns true if this path is relative to another path | |
| bool | IsRestrictedPath
(
const FString& InPath |
Determines if supplied path uses a restricted/internal subdirectory. | |
| bool | IsSamePath
(
const FString& PathA, |
Checks if two paths are the same. | |
| FString | LaunchDir () |
Returns the directory the application was launched from (useful for commandline utilities) | |
| bool | MakePathRelativeTo
(
const FString& InPath, |
Assuming both paths (or filenames) are relative to the same base dir, converts InPath to be relative to InRelativeTo | |
| void | MakePlatformFilename
(
const FString& InPath, |
Takes an "Unreal" pathname and converts it to a platform filename. | |
| void | MakeStandardFilename
(
const FString& InPath, |
Make fully standard "Unreal" pathname: | |
| FString | MakeValidFileName
(
const FString& InString, |
Returns a string that is safe to use as a filename because all items in GetInvalidFileSystemChars() are removed | |
| void | NormalizeDirectoryName
(
const FString& InPath, |
Normalize all / and \ to TEXT("/") and remove any trailing TEXT("/") if the character before that is not a TEXT("/") or a colon | |
| void | NormalizeFilename
(
const FString& InPath, |
Convert all / and \ to TEXT("/") | |
| FString | ProfilingDir () |
Returns the directory the engine uses to output profiling files. | |
| FString | Returns the directory the root configuration files are located. | ||
| FString | Returns the content directory of the current game by looking at FApp::GetProjectName(). | ||
| FString | ProjectDir () |
Returns the base directory of the current project by looking at FApp::GetProjectName(). | |
| FString | Returns the intermediate directory of the current game by looking at FApp::GetProjectName(). | ||
| FString | Returns the directory the engine uses to output logs. | ||
| FString | Returns the mods directory of the current project by looking at FApp::GetProjectName(). | ||
| FString | Returns the writable directory for downloaded data that persists across play sessions. | ||
| FString | Returns the plugins directory of the current game by looking at FApp::GetProjectName(). | ||
| FString | Returns the saved directory of the current game by looking at FApp::GetProjectName(). | ||
| FString | Returns the root directory for user-specific game files. | ||
| void | RemoveDuplicateSlashes
(
const FString& InPath, |
Removes duplicate slashes in paths. | |
| FString | RootDir () |
Returns the root directory of the engine directory tree | |
| FString | SandboxesDir () |
Returns the directory the engine stores sandbox output | |
| FString | Returns the directory the engine uses to output screenshot files. | ||
| FString | SetExtension
(
const FString& InPath, |
Sets the extension of the given filename (like ChangeExtension, but also applies the extension if the file doesn't have one) | |
| void | SetProjectFilePath
(
const FString& NewGameProjectFilePath |
Sets the path to the project file. | |
| FString | Returns the Shader Working Directory | ||
| bool | Should the "saved" directory structures be rooted in the user dir or relative to the "engine/game" | ||
| FString | Returns the directory the engine uses to look for the source leaf ini files. | ||
| void | Parses a fully qualified or relative filename into its components (filename, path, extension). | ||
| void | ValidatePath
(
const FString& InPath, |
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 | |
| FString | Returns the directory the engine uses to output user requested video capture files. |