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UBlueprintPathsLibrary::ConvertRelativePathToFull

function Engine Blueprint Since unknown
#include "Kismet/BlueprintPathsLibrary.h"
Access: public Specifiers: staticBlueprintPure

Description

Converts a relative path into a fully qualified absolute path, resolved against InBasePath (or the process base directory if none is given).

Caveats & Gotchas

  • If InBasePath is left empty, the result depends on the process's current base directory (FPlatformProcess::BaseDir()), which differs between the editor, packaged game, and commandlets.
  • Passing an already-absolute InPath returns it largely unchanged rather than erroring.
  • The result is not guaranteed to exist on disk — this is a pure path computation, not a filesystem check.

Signature

static ENGINE_API FString ConvertRelativePathToFull(const FString& InPath, const FString& InBasePath = TEXT(""));

Parameters

Name Type Description Default
InPath const FString& Relative path to convert.
InBasePath const FString& Base path to resolve InPath against. Uses the process base directory if left empty. TEXT("")

Return Type

FString

Example

Resolve a relative config path C++
FString FullPath = UBlueprintPathsLibrary::ConvertRelativePathToFull(TEXT("../Config/DefaultGame.ini"));
UE_LOG(LogTemp, Log, TEXT("%s"), *FullPath);

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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