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49 results for "paths" in function

function
UBlueprintPathsLibrary::AutomationDir Engine

Returns the directory used to store files saved by the automation testing framework, such as screenshot comparisons and test artifacts.

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UBlueprintPathsLibrary::AutomationLogDir Engine

Returns the directory used for log files written specifically by the automation testing framework, separate from the main project log.

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UBlueprintPathsLibrary::AutomationTransientDir Engine

Returns the directory for automation save files that are intended to be deleted every run, as opposed to persistent test artifacts.

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UBlueprintPathsLibrary::BugItDir Engine

Returns the directory the engine writes BugIt report files to (screenshots and text dumps generated by the BugIt console command).

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UBlueprintPathsLibrary::ChangeExtension Engine

Changes the extension of the given filename.

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UBlueprintPathsLibrary::CloudDir Engine

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.

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UBlueprintPathsLibrary::CollapseRelativeDirectories Engine

Eliminates relative ".

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UBlueprintPathsLibrary::Combine Engine

Joins an array of path segments into a single path, inserting separators between segments as needed.

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UBlueprintPathsLibrary::ConvertFromSandboxPath Engine

Rewrites a path inside Saved/Sandboxes/InSandboxName back into its equivalent normal engine or project path.

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UBlueprintPathsLibrary::ConvertRelativePathToFull Engine

Converts a relative path into a fully qualified absolute path, resolved against InBasePath (or the process base directory if none is given).

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UBlueprintPathsLibrary::ConvertToSandboxPath Engine

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.

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UBlueprintPathsLibrary::CreateTempFilename Engine

Generates a filename that doesn't already exist inside Path, using Prefix and Extension, suitable for scratch/temporary file use.

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UBlueprintPathsLibrary::DiffDir Engine

Returns the directory used to store temporary files created while diffing content, such as during asset or blueprint comparison tools.

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UBlueprintPathsLibrary::DirectoryExists Engine

Returns true if a directory exists at the given path, false otherwise.

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UBlueprintPathsLibrary::EngineConfigDir Engine

Returns the directory where the engine's root configuration files (BaseEngine.

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UBlueprintPathsLibrary::EngineContentDir Engine

Returns the Content directory of the core engine install, shared across projects and mods using the same engine.

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UBlueprintPathsLibrary::EngineDir Engine

Returns the base directory of the core engine install, shared across projects and mods that use the same engine (e.

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UBlueprintPathsLibrary::EngineIntermediateDir Engine

Returns the engine's Intermediate directory, where build byproducts and other transient generated files for the engine live.

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UBlueprintPathsLibrary::EnginePluginsDir Engine

Returns the directory containing engine-level plugins, i.

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UBlueprintPathsLibrary::EngineSavedDir Engine

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.

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UBlueprintPathsLibrary::EngineSourceDir Engine

Returns the directory where the engine's C++ source code files are kept.

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UBlueprintPathsLibrary::EngineUserDir Engine

Returns the root directory for user-specific engine files that is always writable, regardless of where the engine itself is installed.

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UBlueprintPathsLibrary::EngineVersionAgnosticUserDir Engine

Returns the root directory for user-specific engine files that is shared across engine versions, unlike EngineUserDir().

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UBlueprintPathsLibrary::EnterpriseDir Engine

Returns the base directory of the Unreal Enterprise install, used by Datasmith and other enterprise-only tooling.

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UBlueprintPathsLibrary::EnterpriseFeaturePackDir Engine

Returns the FeaturePack directory under the Unreal Enterprise install, where enterprise content templates live.

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UBlueprintPathsLibrary::EnterprisePluginsDir Engine

Returns the plugins directory under the Unreal Enterprise install.

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UBlueprintPathsLibrary::FeaturePackDir Engine

Returns the directory where feature packs are kept.

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UBlueprintPathsLibrary::FileExists Engine

Returns true if a file exists at the given path, false otherwise.

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UBlueprintPathsLibrary::GameAgnosticSavedDir Engine

Returns the saved directory that is not specific to any particular game, usually the same location as EngineSavedDir().

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UBlueprintPathsLibrary::GameDevelopersDir Engine

Returns the content directory that holds per-developer subfolders (Content/Developers), used for work-in-progress assets not meant to ship.

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UBlueprintPathsLibrary::GameSourceDir Engine

Returns the directory where the current project's C++ source code files are kept.

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UBlueprintPathsLibrary::GameUserDeveloperDir Engine

Returns the developer content subfolder specific to the current user, nested under GameDevelopersDir().

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UBlueprintPathsLibrary::GeneratedConfigDir Engine

Returns the directory the engine saves generated (merged) config files to, typically under Saved/Config.

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UBlueprintPathsLibrary::GetBaseFilename Engine

Returns the same result as GetCleanFilename, but with the extension removed as well.

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UBlueprintPathsLibrary::GetCleanFilename Engine

Returns the filename, including its extension, with any directory path information removed.

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UBlueprintPathsLibrary::GetEditorLocalizationPaths Engine

Returns the list of paths searched for editor-specific localization files, covering UI text used only in the editor itself.

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UBlueprintPathsLibrary::GetEngineLocalizationPaths Engine

Returns the list of paths searched for engine-level localization (.

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UBlueprintPathsLibrary::GetExtension Engine

Gets the extension for the given filename, or an empty string if it has none.

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UBlueprintPathsLibrary::GetGameLocalizationPaths Engine

Returns the list of paths searched for game-specific localization files, covering the text your project ships to players.

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UBlueprintPathsLibrary::GetInvalidFileSystemChars Engine

Returns a string containing every character considered invalid in a filename by the current operating system.

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UBlueprintPathsLibrary::GetPath Engine

Returns the directory portion in front of the filename, with the filename itself stripped off.

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UBlueprintPathsLibrary::GetProjectFilePath Engine

Gets the path to the .

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UBlueprintPathsLibrary::GetPropertyNameLocalizationPaths Engine

Returns the list of paths searched for localized property display names, used to translate reflected property labels shown in the editor.

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UBlueprintPathsLibrary::GetRelativePathToRoot Engine

Returns the relative path needed to get from the current base directory (Engine/Binaries/<Platform>) up to the engine root directory.

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UBlueprintPathsLibrary::GetRestrictedFolderNames Engine

Returns the list of restricted/internal folder names, without slashes, that may be tested against full paths to determine whether a path is restricted.

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UBlueprintPathsLibrary::GetToolTipLocalizationPaths Engine

Returns the list of paths searched for localized tooltip text shown in the editor's Details panel and other reflected UI.

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UBlueprintPathsLibrary::HasProjectPersistentDownloadDir Engine

Returns true if a writable directory for downloaded data that persists across play sessions is available on the current platform.

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UBlueprintPathsLibrary::IsDrive Engine

Returns true if the given path represents a root drive or volume, such as "C:" or "C:/", rather than a file or subdirectory.

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UBlueprintPathsLibrary::IsProjectFilePathSet Engine

Checks whether the path to the .