UBlueprintPathsLibrary::MakeStandardFilename
#include "Kismet/BlueprintPathsLibrary.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintPure
Description
Produces a fully standard "Unreal" pathname by normalizing separators, removing extraneous slashes, collapsing internal ".." segments, and making the result relative to Engine/Binaries/<Platform> (so it will always start with "../../../").
Caveats & Gotchas
- • The output is always relative to Engine/Binaries/<Platform>, which surprises callers expecting a path relative to the project root — it is a very specific normalized form used internally by the engine's path-handling code, not a general-purpose "clean up this path" utility.
- • The result is returned via the OutPath output parameter, not the return value.
Signature
static void MakeStandardFilename(const FString& InPath, FString& OutPath) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| InPath | const FString& | The path to convert to standard Unreal form. | — |
| OutPath | FString& | Receives the fully standardized path. | — |
Return Type
void Example
Produce a standard engine-relative path C++
FString Standard;
UBlueprintPathsLibrary::MakeStandardFilename(TEXT("C:/MyProject/Content/Textures/Rock.png"), Standard);
// Standard begins with TEXT("../../../") See Also
Tags
Version History
Introduced in: 4.20
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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