RealDocs

UBlueprintPathsLibrary::ConvertToSandboxPath

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

Description

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.

Caveats & Gotchas

  • This is an internal cook/build pipeline utility — it's rarely useful in gameplay code and mainly relevant to editor and commandlet tooling.
  • The sandbox name is an arbitrary label (e.g. a platform name) chosen by the caller; passing an unexpected or empty name still succeeds but produces a path under a folder no other system writes to.
  • Pairs with ConvertFromSandboxPath, which performs the inverse transform — the two are not automatically kept in sync if you mutate the path in between.

Signature

static ENGINE_API FString ConvertToSandboxPath(const FString& InPath, const FString& InSandboxName);

Parameters

Name Type Description Default
InPath const FString& Normal (non-sandboxed) path to convert.
InSandboxName const FString& Name of the sandbox to place the path under.

Return Type

FString

Example

Build a sandboxed output path for a cook pass C++
FString NormalPath = FPaths::ProjectSavedDir() / TEXT("Cooked/WindowsClient/MyAsset.uasset");
FString SandboxPath = UBlueprintPathsLibrary::ConvertToSandboxPath(NormalPath, TEXT("WindowsClient"));

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.