UBlueprintPathsLibrary::ConvertRelativePathToFull
#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); Tags
Version History
Introduced in: unknown
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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