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UBlueprintPathsLibrary::ValidatePath

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

Description

Checks each component of InPath for characters the operating system disallows in filenames, reporting success and a failure reason via output parameters.

Caveats & Gotchas

  • This checks operating-system filesystem validity only — it uses a different rule set to FPackageName's asset path validation, so a path can pass here and still be an invalid Unreal package name.
  • Both outputs are reference parameters rather than a return value; in Blueprint this appears as two output pins off a single exec node.
  • OutReason is only meaningful when bDidSucceed is false — it isn't cleared or set to anything specific on success.

Signature

static ENGINE_API void ValidatePath(const FString& InPath, bool& bDidSucceed, FText& OutReason);

Parameters

Name Type Description Default
InPath const FString& Path to validate.
bDidSucceed bool& Receives true if every component of InPath is valid, false otherwise.
OutReason FText& Receives a human-readable failure reason when bDidSucceed is false.

Return Type

void

Example

Validate a path before writing to it C++
bool bDidSucceed = false;
FText Reason;
UBlueprintPathsLibrary::ValidatePath(TEXT("Saved/Exports/My:File.json"), bDidSucceed, Reason);
if (!bDidSucceed)
{
    UE_LOG(LogTemp, Warning, TEXT("Invalid path: %s"), *Reason.ToString());
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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