| public | function | UBlueprintPathsLibrary::Combine | Joins an array of path segments into a single path, inserting separators between segments as needed. |
| public | function | UBlueprintPathsLibrary::ProjectContentDir | Returns the Content directory of the current project, derived from FApp::GetProjectName(). |
| public | function | UBlueprintPathsLibrary::ProjectSavedDir | Returns the project's Saved directory, the standard writable location for logs, save games, crash dumps, and other runtime-generated files. |
| public | function | UBlueprintPathsLibrary::ChangeExtension | Changes the extension of the given filename. |
| public | function | UBlueprintPathsLibrary::ConvertRelativePathToFull | Converts a relative path into a fully qualified absolute path, resolved against InBasePath (or the process base directory if none is given). |
| public | function | UBlueprintPathsLibrary::CreateTempFilename | Generates a filename that doesn't already exist inside Path, using Prefix and Extension, suitable for scratch/temporary file use. |
| public | function | UBlueprintPathsLibrary::DirectoryExists | Returns true if a directory exists at the given path, false otherwise. |
| public | function | UBlueprintPathsLibrary::EngineContentDir | Returns the Content directory of the core engine install, shared across projects and mods using the same engine. |
| public | function | UBlueprintPathsLibrary::EngineDir | Returns the base directory of the core engine install, shared across projects and mods that use the same engine (e. |
| public | function | UBlueprintPathsLibrary::FileExists | Returns true if a file exists at the given path, false otherwise. |
| public | function | UBlueprintPathsLibrary::GetBaseFilename | Returns the same result as GetCleanFilename, but with the extension removed as well. |
| public | function | UBlueprintPathsLibrary::GetCleanFilename | Returns the filename, including its extension, with any directory path information removed. |
| public | function | UBlueprintPathsLibrary::GetExtension | Gets the extension for the given filename, or an empty string if it has none. |
| public | function | UBlueprintPathsLibrary::GetGameLocalizationPaths | Returns the list of paths searched for game-specific localization files, covering the text your project ships to players. |
| public | function | UBlueprintPathsLibrary::GetInvalidFileSystemChars | Returns a string containing every character considered invalid in a filename by the current operating system. |
| public | function | UBlueprintPathsLibrary::GetPath | Returns the directory portion in front of the filename, with the filename itself stripped off. |
| public | function | UBlueprintPathsLibrary::HasProjectPersistentDownloadDir | Returns true if a writable directory for downloaded data that persists across play sessions is available on the current platform. |
| public | function | UBlueprintPathsLibrary::IsRelative | Returns true if the given path is relative rather than absolute. |
| public | function | UBlueprintPathsLibrary::IsSamePath | Checks whether two paths refer to the same location, accounting for slash direction and trailing separator differences. |
| public | function | UBlueprintPathsLibrary::MakePathRelativeTo | Rewrites InPath so that it is expressed relative to InRelativeTo, assuming both paths share the same base directory. |
| public | function | UBlueprintPathsLibrary::MakeValidFileName | Strips or replaces every character in InString that GetInvalidFileSystemChars() flags as invalid, producing a string safe to use as a filename. |
| public | function | UBlueprintPathsLibrary::NormalizeDirectoryName | Normalizes all '/' and '\' to '/' and strips a trailing slash, unless the character before it is itself a slash or a colon. |
| public | function | UBlueprintPathsLibrary::NormalizeFilename | Converts every '/' and '\' character in the path to '/', producing Unreal's canonical slash convention. |
| public | function | UBlueprintPathsLibrary::ProjectDir | Returns the base directory of the current project, derived from FApp::GetProjectName(). |
| public | function | UBlueprintPathsLibrary::ProjectLogDir | Returns the directory the engine writes its log files to for the current project. |
| public | function | UBlueprintPathsLibrary::ProjectPersistentDownloadDir | Returns the writable directory for downloaded data that persists across play sessions. |
| public | function | UBlueprintPathsLibrary::ProjectPluginsDir | Returns the Plugins directory of the current project, derived from FApp::GetProjectName(). |
| public | function | UBlueprintPathsLibrary::ScreenShotDir | Returns the directory the engine writes screenshot files to when a screenshot is captured (e. |
| public | function | UBlueprintPathsLibrary::SetExtension | Sets the extension of the given filename, like ChangeExtension, but also applies the extension if the file doesn't already have one. |
| public | function | UBlueprintPathsLibrary::Split | Breaks a filename or path into its directory, base filename, and extension components in a single call. |
| public | function | UBlueprintPathsLibrary::ValidatePath | Checks each component of InPath for characters the operating system disallows in filenames, reporting success and a failure reason via output parameters. |
| public | function | UBlueprintPathsLibrary::AutomationDir | Returns the directory used to store files saved by the automation testing framework, such as screenshot comparisons and test artifacts. |
| public | function | UBlueprintPathsLibrary::AutomationLogDir | Returns the directory used for log files written specifically by the automation testing framework, separate from the main project log. |
| public | function | UBlueprintPathsLibrary::AutomationTransientDir | Returns the directory for automation save files that are intended to be deleted every run, as opposed to persistent test artifacts. |
| public | function | UBlueprintPathsLibrary::BugItDir | Returns the directory the engine writes BugIt report files to (screenshots and text dumps generated by the BugIt console command). |
| public | function | UBlueprintPathsLibrary::CloudDir | Returns the local directory used to emulate or support cloud save storage, such as during development before a platform's real cloud service is wired up. |
| public | function | UBlueprintPathsLibrary::CollapseRelativeDirectories | Eliminates relative ". |
| public | function | UBlueprintPathsLibrary::ConvertFromSandboxPath | Rewrites a path inside Saved/Sandboxes/InSandboxName back into its equivalent normal engine or project path. |
| public | function | UBlueprintPathsLibrary::ConvertToSandboxPath | Rewrites a normal engine or project path into the equivalent path inside Saved/Sandboxes/InSandboxName, used to isolate cooked or intermediate output per platform or configuration. |
| public | function | UBlueprintPathsLibrary::DiffDir | Returns the directory used to store temporary files created while diffing content, such as during asset or blueprint comparison tools. |
| public | function | UBlueprintPathsLibrary::EngineConfigDir | Returns the directory where the engine's root configuration files (BaseEngine. |
| public | function | UBlueprintPathsLibrary::EngineIntermediateDir | Returns the engine's Intermediate directory, where build byproducts and other transient generated files for the engine live. |
| public | function | UBlueprintPathsLibrary::EnginePluginsDir | Returns the directory containing engine-level plugins, i. |
| public | function | UBlueprintPathsLibrary::EngineSavedDir | Returns the engine's Saved directory, where the engine writes runtime-generated data such as logs and crash dumps that aren't tied to a specific project. |
| public | function | UBlueprintPathsLibrary::EngineSourceDir | Returns the directory where the engine's C++ source code files are kept. |
| public | function | UBlueprintPathsLibrary::EngineUserDir | Returns the root directory for user-specific engine files that is always writable, regardless of where the engine itself is installed. |
| public | function | UBlueprintPathsLibrary::EngineVersionAgnosticUserDir | Returns the root directory for user-specific engine files that is shared across engine versions, unlike EngineUserDir(). |
| public | function | UBlueprintPathsLibrary::EnterpriseDir | Returns the base directory of the Unreal Enterprise install, used by Datasmith and other enterprise-only tooling. |
| public | function | UBlueprintPathsLibrary::EnterpriseFeaturePackDir | Returns the FeaturePack directory under the Unreal Enterprise install, where enterprise content templates live. |
| public | function | UBlueprintPathsLibrary::EnterprisePluginsDir | Returns the plugins directory under the Unreal Enterprise install. |
| public | function | UBlueprintPathsLibrary::FeaturePackDir | Returns the directory where feature packs are kept. |
| public | function | UBlueprintPathsLibrary::GameAgnosticSavedDir | Returns the saved directory that is not specific to any particular game, usually the same location as EngineSavedDir(). |
| public | function | UBlueprintPathsLibrary::GameDevelopersDir | Returns the content directory that holds per-developer subfolders (Content/Developers), used for work-in-progress assets not meant to ship. |
| public | function | UBlueprintPathsLibrary::GameSourceDir | Returns the directory where the current project's C++ source code files are kept. |
| public | function | UBlueprintPathsLibrary::GameUserDeveloperDir | Returns the developer content subfolder specific to the current user, nested under GameDevelopersDir(). |
| public | function | UBlueprintPathsLibrary::GeneratedConfigDir | Returns the directory the engine saves generated (merged) config files to, typically under Saved/Config. |
| public | function | UBlueprintPathsLibrary::GetEditorLocalizationPaths | Returns the list of paths searched for editor-specific localization files, covering UI text used only in the editor itself. |
| public | function | UBlueprintPathsLibrary::GetEngineLocalizationPaths | Returns the list of paths searched for engine-level localization (. |
| public | function | UBlueprintPathsLibrary::GetProjectFilePath | Gets the path to the . |
| public | function | UBlueprintPathsLibrary::GetPropertyNameLocalizationPaths | Returns the list of paths searched for localized property display names, used to translate reflected property labels shown in the editor. |
| public | function | UBlueprintPathsLibrary::GetRelativePathToRoot | Returns the relative path needed to get from the current base directory (Engine/Binaries/<Platform>) up to the engine root directory. |
| public | function | UBlueprintPathsLibrary::GetRestrictedFolderNames | Returns the list of restricted/internal folder names, without slashes, that may be tested against full paths to determine whether a path is restricted. |
| public | function | UBlueprintPathsLibrary::GetToolTipLocalizationPaths | Returns the list of paths searched for localized tooltip text shown in the editor's Details panel and other reflected UI. |
| public | function | UBlueprintPathsLibrary::IsDrive | Returns true if the given path represents a root drive or volume, such as "C:" or "C:/", rather than a file or subdirectory. |
| public | function | UBlueprintPathsLibrary::IsProjectFilePathSet | Checks whether the path to the . |
| public | function | UBlueprintPathsLibrary::IsRestrictedPath | Determines whether the supplied path uses a restricted or internal subdirectory, such as those used for NoRedist or NotForLicensees content. |
| public | function | UBlueprintPathsLibrary::LaunchDir | Returns the directory the application was launched from — useful for command-line utilities and tools that need to resolve paths relative to where the executable was invoked, as opposed to where its binaries live. |
| public | function | UBlueprintPathsLibrary::MakePlatformFilename | Converts a normalized "Unreal" pathname (forward slashes) into a filename using the current platform's native path separator conventions. |
| public | function | UBlueprintPathsLibrary::MakeStandardFilename | Produces a fully standard "Unreal" pathname by normalizing separators, removing extraneous slashes, collapsing internal ". |
| public | function | UBlueprintPathsLibrary::ProfilingDir | Returns the directory the engine uses to output profiling files, such as captured stat traces. |
| public | function | UBlueprintPathsLibrary::ProjectConfigDir | Returns the directory containing the project's root . |
| public | function | UBlueprintPathsLibrary::ProjectIntermediateDir | Returns the project's Intermediate directory, where build artifacts, derived data caches, and other regenerable build output live. |
| public | function | UBlueprintPathsLibrary::ProjectModsDir | Returns the Mods directory of the current project, derived from FApp::GetProjectName(). |
| public | function | UBlueprintPathsLibrary::ProjectUserDir | Returns the root directory for user-specific game files, always writable. |
| public | function | UBlueprintPathsLibrary::RemoveDuplicateSlashes | Collapses any run of consecutive slashes in a path down to a single slash. |
| public | function | UBlueprintPathsLibrary::RootDir | Returns the root directory of the entire engine install tree, one level above EngineDir(). |
| public | function | UBlueprintPathsLibrary::SandboxesDir | Returns the directory the engine stores sandbox output in, used by tools like cooking and staging to isolate their output trees. |
| public | function | UBlueprintPathsLibrary::SetProjectFilePath | Sets the path to the . |
| public | function | UBlueprintPathsLibrary::ShaderWorkingDir | Returns the working directory the shader compiler uses for intermediate shader compilation output. |
| public | function | UBlueprintPathsLibrary::ShouldSaveToUserDir | Returns whether the "Saved" directory tree should be rooted in the platform's per-user directory rather than relative to the engine/project install. |
| public | function | UBlueprintPathsLibrary::SourceConfigDir | Returns the directory the engine uses to look for the source leaf . |
| public | function | UBlueprintPathsLibrary::VideoCaptureDir | Returns the directory used for user-requested video capture output, such as recordings made with the in-editor or in-game video capture tools. |