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