RealDocs

UGameplayStatics::GetPlatformName

function Engine Blueprint Since 4.0
#include "Kismet/GameplayStatics.h"
Access: public Specifiers: staticBlueprintPure

Description

Returns the string name of the current platform (e.g. "Windows", "Mac", "Linux", "IOS", "Android", or a console platform name). Useful for implementing platform-specific behavior in Blueprint or C++ without compile-time checks.

Caveats & Gotchas

  • Platform names are case-sensitive and may change between engine versions; prefer compile-time macros (PLATFORM_WINDOWS, PLATFORM_IOS, etc.) for shipping code where possible.
  • In editor PIE, returns the host platform rather than a simulated target platform — a Windows editor running a mobile preview still returns "Windows".
  • Does not distinguish between platform variants (e.g. "Android" covers all Android device tiers).

Signature

static ENGINE_API FString GetPlatformName();

Return Type

FString

Example

Branch behavior by platform at runtime C++
FString Platform = UGameplayStatics::GetPlatformName();
if (Platform == TEXT("IOS") || Platform == TEXT("Android"))
{
    EnableMobileUI();
}
else
{
    EnableDesktopUI();
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.