UBlueprintPathsLibrary::ShaderWorkingDir
#include "Kismet/BlueprintPathsLibrary.h"
Access: public
Specifiers: staticBlueprintPure
Description
Returns the working directory the shader compiler uses for intermediate shader compilation output. Equivalent to FPaths::ShaderWorkingDir() exposed for Blueprint/Python.
Caveats & Gotchas
- • Purely an internal build artifact location for the shader compiler — not useful for locating compiled shader assets shipped with the game.
- • Rarely queried outside engine/tooling code; most gameplay code will never need this.
Signature
static FString ShaderWorkingDir(); Return Type
FString Example
Locate the shader compiler's working directory C++
FString ShaderWorking = UBlueprintPathsLibrary::ShaderWorkingDir();
UE_LOG(LogTemp, Log, TEXT("Shader working dir: %s"), *ShaderWorking); Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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