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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
| Name | UBlueprintPathsLibrary |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Classes/Kismet/BlueprintPathsLibrary.h |
| Include Path | #include "Kismet/BlueprintPathsLibrary.h" |
Syntax
UCLASS (Meta=(ScriptName="Paths"), MinimalAPI)
class UBlueprintPathsLibrary : public UBlueprintFunctionLibrary
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UBlueprintFunctionLibrary → UBlueprintPathsLibrary
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UBlueprintPathsLibrary
(
const FObjectInitializer& ObjectInitializer |
Kismet/BlueprintPathsLibrary.h |
Functions
Public
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FString AutomationDir() |
Returns the directory for automation save files | Kismet/BlueprintPathsLibrary.h |
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static FString AutomationLogDir() |
Returns the directory for automation log files | Kismet/BlueprintPathsLibrary.h |
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static FString AutomationTransientDir() |
Returns the directory for automation save files that are meant to be deleted every run | Kismet/BlueprintPathsLibrary.h |
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static FString BugItDir() |
Returns the directory the engine uses to output BugIt files. | Kismet/BlueprintPathsLibrary.h |
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| Changes the extension of the given filename (does nothing if the file has no extension) | Kismet/BlueprintPathsLibrary.h |
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static FString CloudDir() |
Returns the directory for local files used in cloud emulation or support | Kismet/BlueprintPathsLibrary.h |
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static bool CollapseRelativeDirectories
(
const FString& InPath, |
Takes a fully pathed string and eliminates relative pathing (eg: annihilates ".." with the adjacent directory). | Kismet/BlueprintPathsLibrary.h |
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| Combine two or more Paths into one single Path | Kismet/BlueprintPathsLibrary.h |
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| Converts a sandbox (in Saved/Sandboxes) path to a normal path. | Kismet/BlueprintPathsLibrary.h |
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static FString ConvertRelativePathToFull
(
const FString& InPath, |
Converts a relative path name to a fully qualified name relative to the specified BasePath. | Kismet/BlueprintPathsLibrary.h |
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| Converts a normal path to a sandbox path (in Saved/Sandboxes). | Kismet/BlueprintPathsLibrary.h |
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| Creates a temporary filename with the specified prefix. | Kismet/BlueprintPathsLibrary.h |
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static FString DiffDir() |
Returns the directory for temp files used for diffing | Kismet/BlueprintPathsLibrary.h |
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static bool DirectoryExists
(
const FString& InPath |
Returns true if this directory was found, false otherwise | Kismet/BlueprintPathsLibrary.h |
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static FString EngineConfigDir() |
Returns the directory the root configuration files are located. | Kismet/BlueprintPathsLibrary.h |
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static FString EngineContentDir() |
Returns the content directory of the "core" engine that can be shared across several games or across games & mods. | Kismet/BlueprintPathsLibrary.h |
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| Returns the base directory of the "core" engine that can be shared across several games or across games & mods. | Kismet/BlueprintPathsLibrary.h |
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static FString EngineIntermediateDir() |
Returns the intermediate directory of the engine | Kismet/BlueprintPathsLibrary.h |
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static FString EnginePluginsDir() |
Returns the plugins directory of the engine | Kismet/BlueprintPathsLibrary.h |
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static FString EngineSavedDir() |
Returns the saved directory of the engine | Kismet/BlueprintPathsLibrary.h |
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static FString EngineSourceDir() |
Returns the directory where engine source code files are kept | Kismet/BlueprintPathsLibrary.h |
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static FString EngineUserDir() |
Returns the root directory for user-specific engine files. Always writable. | Kismet/BlueprintPathsLibrary.h |
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static FString EngineVersionAgnosticUserDir () |
Returns the root directory for user-specific engine files which can be shared between versions. | Kismet/BlueprintPathsLibrary.h |
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static FString EnterpriseDir() |
Returns the base directory enterprise directory. | Kismet/BlueprintPathsLibrary.h |
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static FString EnterpriseFeaturePackDir() |
Returns the enterprise FeaturePack directory | Kismet/BlueprintPathsLibrary.h |
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static FString EnterprisePluginsDir() |
Returns the enterprise plugins directory | Kismet/BlueprintPathsLibrary.h |
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static FString FeaturePackDir() |
Returns the directory where feature packs are kept | Kismet/BlueprintPathsLibrary.h |
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static bool FileExists
(
const FString& InPath |
Returns true if this file was found, false otherwise | Kismet/BlueprintPathsLibrary.h |
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static FString GameAgnosticSavedDir () |
Returns the saved directory that is not game specific. | Kismet/BlueprintPathsLibrary.h |
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static FString GameDevelopersDir() |
Returns the directory that contains subfolders for developer-specific content | Kismet/BlueprintPathsLibrary.h |
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static FString GameSourceDir() |
Returns the directory where game source code files are kept | Kismet/BlueprintPathsLibrary.h |
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static FString GameUserDeveloperDir() |
Returns the directory that contains developer-specific content for the current user | Kismet/BlueprintPathsLibrary.h |
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static FString GeneratedConfigDir() |
Returns the directory the engine saves generated config files. | Kismet/BlueprintPathsLibrary.h |
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| Returns the same thing as GetCleanFilename, but without the extension. | Kismet/BlueprintPathsLibrary.h |
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| Returns the filename (with extension), minus any path information. | Kismet/BlueprintPathsLibrary.h |
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| Returns a list of editor-specific localization paths | Kismet/BlueprintPathsLibrary.h |
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| Returns a list of engine-specific localization paths | Kismet/BlueprintPathsLibrary.h |
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| Gets the extension for this filename. | Kismet/BlueprintPathsLibrary.h |
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| Returns a list of game-specific localization paths | Kismet/BlueprintPathsLibrary.h |
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static FString GetInvalidFileSystemChars() |
Returns a string containing all invalid characters as dictated by the operating system | Kismet/BlueprintPathsLibrary.h |
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| Returns the path in front of the filename. | Kismet/BlueprintPathsLibrary.h |
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static FString GetProjectFilePath() |
Gets the path to the project file. | Kismet/BlueprintPathsLibrary.h |
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| Returns a list of property name localization paths | Kismet/BlueprintPathsLibrary.h |
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static const FString & GetRelativePathToRoot() |
Gets the relative path to get from BaseDir to RootDirectory | Kismet/BlueprintPathsLibrary.h |
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| 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. | Kismet/BlueprintPathsLibrary.h |
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| Returns a list of tool tip localization paths | Kismet/BlueprintPathsLibrary.h |
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static bool HasProjectPersistentDownloadDir() |
Returns true if a writable directory for downloaded data that persists across play sessions is available | Kismet/BlueprintPathsLibrary.h |
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static bool IsDrive
(
const FString& InPath |
Returns true if this path represents a root drive or volume | Kismet/BlueprintPathsLibrary.h |
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static bool IsProjectFilePathSet() |
Checks whether the path to the project file, if any, is set. | Kismet/BlueprintPathsLibrary.h |
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static bool IsRelative
(
const FString& InPath |
Returns true if this path is relative to another path | Kismet/BlueprintPathsLibrary.h |
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static bool IsRestrictedPath
(
const FString& InPath |
Determines if supplied path uses a restricted/internal subdirectory. | Kismet/BlueprintPathsLibrary.h |
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| Checks if two paths are the same. | Kismet/BlueprintPathsLibrary.h |
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static FString LaunchDir() |
Returns the directory the application was launched from (useful for commandline utilities) | Kismet/BlueprintPathsLibrary.h |
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| Assuming both paths (or filenames) are relative to the same base dir, converts InPath to be relative to InRelativeTo | Kismet/BlueprintPathsLibrary.h |
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| Takes an "Unreal" pathname and converts it to a platform filename. | Kismet/BlueprintPathsLibrary.h |
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static void MakeStandardFilename
(
const FString& InPath, |
Make fully standard "Unreal" pathname: | Kismet/BlueprintPathsLibrary.h |
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static FString MakeValidFileName
(
const FString& InString, |
Returns a string that is safe to use as a filename because all items in GetInvalidFileSystemChars() are removed | Kismet/BlueprintPathsLibrary.h |
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| Normalize all / and \ to TEXT("/") and remove any trailing TEXT("/") if the character before that is not a TEXT("/") or a colon | Kismet/BlueprintPathsLibrary.h |
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| Convert all / and \ to TEXT("/") | Kismet/BlueprintPathsLibrary.h |
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static FString ProfilingDir() |
Returns the directory the engine uses to output profiling files. | Kismet/BlueprintPathsLibrary.h |
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static FString ProjectConfigDir() |
Returns the directory the root configuration files are located. | Kismet/BlueprintPathsLibrary.h |
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static FString ProjectContentDir() |
Returns the content directory of the current game by looking at FApp::GetProjectName(). | Kismet/BlueprintPathsLibrary.h |
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static FString ProjectDir () |
Returns the base directory of the current project by looking at FApp::GetProjectName(). | Kismet/BlueprintPathsLibrary.h |
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static FString ProjectIntermediateDir() |
Returns the intermediate directory of the current game by looking at FApp::GetProjectName(). | Kismet/BlueprintPathsLibrary.h |
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static FString ProjectLogDir () |
Returns the directory the engine uses to output logs. | Kismet/BlueprintPathsLibrary.h |
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static FString ProjectModsDir() |
Returns the mods directory of the current project by looking at FApp::GetProjectName(). | Kismet/BlueprintPathsLibrary.h |
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static FString ProjectPersistentDownloadDir() |
Returns the writable directory for downloaded data that persists across play sessions. | Kismet/BlueprintPathsLibrary.h |
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static FString ProjectPluginsDir() |
Returns the plugins directory of the current game by looking at FApp::GetProjectName(). | Kismet/BlueprintPathsLibrary.h |
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static FString ProjectSavedDir() |
Returns the saved directory of the current game by looking at FApp::GetProjectName(). | Kismet/BlueprintPathsLibrary.h |
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static FString ProjectUserDir() |
Returns the root directory for user-specific game files. | Kismet/BlueprintPathsLibrary.h |
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static void RemoveDuplicateSlashes
(
const FString& InPath, |
Removes duplicate slashes in paths. | Kismet/BlueprintPathsLibrary.h |
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static FString RootDir() |
Returns the root directory of the engine directory tree | Kismet/BlueprintPathsLibrary.h |
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static FString SandboxesDir() |
Returns the directory the engine stores sandbox output | Kismet/BlueprintPathsLibrary.h |
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static FString ScreenShotDir() |
Returns the directory the engine uses to output screenshot files. | Kismet/BlueprintPathsLibrary.h |
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| Sets the extension of the given filename (like ChangeExtension, but also applies the extension if the file doesn't have one) | Kismet/BlueprintPathsLibrary.h |
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static void SetProjectFilePath
(
const FString& NewGameProjectFilePath |
Sets the path to the project file. | Kismet/BlueprintPathsLibrary.h |
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static FString ShaderWorkingDir() |
Returns the Shader Working Directory | Kismet/BlueprintPathsLibrary.h |
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static bool ShouldSaveToUserDir() |
Should the "saved" directory structures be rooted in the user dir or relative to the "engine/game" | Kismet/BlueprintPathsLibrary.h |
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static FString SourceConfigDir () |
Returns the directory the engine uses to look for the source leaf ini files. | Kismet/BlueprintPathsLibrary.h |
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| Parses a fully qualified or relative filename into its components (filename, path, extension). | Kismet/BlueprintPathsLibrary.h |
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| 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 | Kismet/BlueprintPathsLibrary.h |
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static FString VideoCaptureDir() |
Returns the directory the engine uses to output user requested video capture files. | Kismet/BlueprintPathsLibrary.h |
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