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