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UBlueprintPathsLibrary::IsRestrictedPath

function Engine Blueprint Since 4.0
#include "Kismet/BlueprintPathsLibrary.h"
Access: public Specifiers: staticBlueprintPure

Description

Determines whether the supplied path uses a restricted or internal subdirectory, such as those used for NoRedist or NotForLicensees content.

Caveats & Gotchas

  • Slashes are normalized and character case is ignored for the comparison, so mixed separators or casing won't cause false negatives.
  • Checks against the names returned by GetRestrictedFolderNames() as path segments, not as a substring match on the whole path.

Signature

static bool IsRestrictedPath(const FString& InPath)

Parameters

Name Type Description Default
InPath const FString& The path to check for restricted/internal subdirectories.

Return Type

bool

Example

Check a path before packaging content C++
const FString AssetPath = TEXT("/Game/NoRedist/SecretAsset");
if (UBlueprintPathsLibrary::IsRestrictedPath(AssetPath))
{
    UE_LOG(LogTemp, Warning, TEXT("Path is restricted and should not ship: %s"), *AssetPath);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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