50 results for "paths"
A static function library that exposes FPaths — engine, project, and platform directory queries and path-string manipulation — to Blueprint and Python.
Returns the directory used to store files saved by the automation testing framework, such as screenshot comparisons and test artifacts.
Returns the directory used for log files written specifically by the automation testing framework, separate from the main project log.
Returns the directory for automation save files that are intended to be deleted every run, as opposed to persistent test artifacts.
Returns the directory the engine writes BugIt report files to (screenshots and text dumps generated by the BugIt console command).
Changes the extension of the given filename.
Returns the local directory used to emulate or support cloud save storage, such as during development before a platform's real cloud service is wired up.
Eliminates relative ".
Joins an array of path segments into a single path, inserting separators between segments as needed.
Rewrites a path inside Saved/Sandboxes/InSandboxName back into its equivalent normal engine or project path.
Converts a relative path into a fully qualified absolute path, resolved against InBasePath (or the process base directory if none is given).
Rewrites a normal engine or project path into the equivalent path inside Saved/Sandboxes/InSandboxName, used to isolate cooked or intermediate output per platform or configuration.
Generates a filename that doesn't already exist inside Path, using Prefix and Extension, suitable for scratch/temporary file use.
Returns the directory used to store temporary files created while diffing content, such as during asset or blueprint comparison tools.
Returns true if a directory exists at the given path, false otherwise.
Returns the directory where the engine's root configuration files (BaseEngine.
Returns the Content directory of the core engine install, shared across projects and mods using the same engine.
Returns the base directory of the core engine install, shared across projects and mods that use the same engine (e.
Returns the engine's Intermediate directory, where build byproducts and other transient generated files for the engine live.
Returns the directory containing engine-level plugins, i.
Returns the engine's Saved directory, where the engine writes runtime-generated data such as logs and crash dumps that aren't tied to a specific project.
Returns the directory where the engine's C++ source code files are kept.
Returns the root directory for user-specific engine files that is always writable, regardless of where the engine itself is installed.
Returns the root directory for user-specific engine files that is shared across engine versions, unlike EngineUserDir().
Returns the base directory of the Unreal Enterprise install, used by Datasmith and other enterprise-only tooling.
Returns the FeaturePack directory under the Unreal Enterprise install, where enterprise content templates live.
Returns the plugins directory under the Unreal Enterprise install.
Returns the directory where feature packs are kept.
Returns true if a file exists at the given path, false otherwise.
Returns the saved directory that is not specific to any particular game, usually the same location as EngineSavedDir().
Returns the content directory that holds per-developer subfolders (Content/Developers), used for work-in-progress assets not meant to ship.
Returns the directory where the current project's C++ source code files are kept.
Returns the developer content subfolder specific to the current user, nested under GameDevelopersDir().
Returns the directory the engine saves generated (merged) config files to, typically under Saved/Config.
Returns the same result as GetCleanFilename, but with the extension removed as well.
Returns the filename, including its extension, with any directory path information removed.
Returns the list of paths searched for editor-specific localization files, covering UI text used only in the editor itself.
Returns the list of paths searched for engine-level localization (.
Gets the extension for the given filename, or an empty string if it has none.
Returns the list of paths searched for game-specific localization files, covering the text your project ships to players.
Returns a string containing every character considered invalid in a filename by the current operating system.
Returns the directory portion in front of the filename, with the filename itself stripped off.
Gets the path to the .
Returns the list of paths searched for localized property display names, used to translate reflected property labels shown in the editor.
Returns the relative path needed to get from the current base directory (Engine/Binaries/<Platform>) up to the engine root directory.
Returns the list of restricted/internal folder names, without slashes, that may be tested against full paths to determine whether a path is restricted.
Returns the list of paths searched for localized tooltip text shown in the editor's Details panel and other reflected UI.
Returns true if a writable directory for downloaded data that persists across play sessions is available on the current platform.
Returns true if the given path represents a root drive or volume, such as "C:" or "C:/", rather than a file or subdirectory.
Checks whether the path to the .