UBlueprintPathsLibrary::EngineSavedDir
#include "Kismet/BlueprintPathsLibrary.h"
Access: public
Specifiers: staticBlueprintPure
Description
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. Use this rather than hardcoding a Saved/ path when writing tool output alongside engine logs.
Caveats & Gotchas
- • For most game code, ProjectSavedDir() is what you actually want — this is the engine-scoped saved directory used by engine-level tooling, not the per-project one where gameplay code typically writes.
- • Whether this resolves under the install directory or a per-user directory depends on ShouldSaveToUserDir() — don't assume a fixed location relative to EngineDir().
Signature
static FString EngineSavedDir(); Return Type
FString Example
Locate the engine-level Saved directory C++
FString SavedDir = UBlueprintPathsLibrary::EngineSavedDir();
UE_LOG(LogTemp, Log, TEXT("Engine saved dir: %s"), *SavedDir); Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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