UBlueprintPathsLibrary::IsRestrictedPath
#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 | — |
Feedback
Was this helpful?