UBlueprintPathsLibrary::SetProjectFilePath
#include "Kismet/BlueprintPathsLibrary.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintCallable
Description
Sets the path to the .uproject file used by FPaths for the rest of the process lifetime.
Caveats & Gotchas
- • This overrides engine-wide state (FPaths::SetProjectFilePath), so calling it at runtime affects every subsequent call to GetProjectFilePath / ProjectDir-style queries, not just the calling object.
- • Almost never needed in gameplay code — this exists for editor tooling and commandlets that need to redirect the engine to a different project on disk.
Signature
static void SetProjectFilePath(const FString& NewGameProjectFilePath) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| NewGameProjectFilePath | const FString& | The project file path to set. | — |
Return Type
void Example
Override the project file path in an editor tool C++
UBlueprintPathsLibrary::SetProjectFilePath(TEXT("D:/Projects/OtherProject/OtherProject.uproject")); Tags
Version History
Introduced in: 4.20
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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