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FPaths Class Reference

#include <Paths.h>

Static Public Member Functions

static bool ShouldSaveToUserDir ()
 
static FString LaunchDir ()
 
static FString EngineDir ()
 
static FString EngineUserDir ()
 
static FString EngineVersionAgnosticUserDir ()
 
static FString EngineContentDir ()
 
static FString EngineConfigDir ()
 
static FString EngineEditorSettingsDir ()
 
static FString EngineIntermediateDir ()
 
static FString EngineSavedDir ()
 
static FString EnginePluginsDir ()
 
static FString EngineDefaultLayoutDir ()
 
static FString EngineProjectLayoutDir ()
 
static FString EngineUserLayoutDir ()
 
static FString EnterpriseDir ()
 
static FString EnterprisePluginsDir ()
 
static FString EnterpriseFeaturePackDir ()
 
static FString EnginePlatformExtensionsDir ()
 
static FString ProjectPlatformExtensionsDir ()
 
static TArray< FStringGetExtensionDirs (const FString &BaseDir, const FString &SubDir=FString())
 
static FString RootDir ()
 
static FString ProjectDir ()
 
static FString ProjectUserDir ()
 
static FString ProjectContentDir ()
 
static FString ProjectConfigDir ()
 
static const FStringProjectSavedDir ()
 
static FString ProjectIntermediateDir ()
 
static FString ShaderWorkingDir ()
 
static FString ProjectPluginsDir ()
 
static FString ProjectModsDir ()
 
static bool HasProjectPersistentDownloadDir ()
 
static FString ProjectPersistentDownloadDir ()
 
static FString SourceConfigDir ()
 
static FString GeneratedConfigDir ()
 
static FString SandboxesDir ()
 
static FString ProfilingDir ()
 
static FString ScreenShotDir ()
 
static FString BugItDir ()
 
static FString VideoCaptureDir ()
 
static FString AudioCaptureDir ()
 
static FString ProjectLogDir ()
 
static FString AutomationDir ()
 
static FString AutomationTransientDir ()
 
static FString AutomationReportsDir ()
 
static FString AutomationLogDir ()
 
static FString CloudDir ()
 
static FString GameDevelopersDir ()
 
static FStringView DevelopersFolderName ()
 
static FString GameUserDeveloperFolderName ()
 
static FString GameUserDeveloperDir ()
 
static FString DiffDir ()
 
static const TArray< FString > & GetEngineLocalizationPaths ()
 
static const TArray< FString > & GetEditorLocalizationPaths ()
 
static const TArray< FString > & GetCookedEditorLocalizationPaths ()
 
static const TArray< FString > & GetPropertyNameLocalizationPaths ()
 
static const TArray< FString > & GetToolTipLocalizationPaths ()
 
static const TArray< FString > & GetGameLocalizationPaths ()
 
static FString GetPlatformLocalizationFolderName ()
 
static const TArray< FString > & GetRestrictedFolderNames ()
 
static bool IsRestrictedPath (const FString &InPath)
 
static FString GameAgnosticSavedDir ()
 
static FString EngineSourceDir ()
 
static FString GameSourceDir ()
 
static FString FeaturePackDir ()
 
static bool IsProjectFilePathSet ()
 
static FString GetProjectFilePath ()
 
static void SetProjectFilePath (const FString &NewGameProjectFilePath)
 
static FString GetExtension (const FString &InPath, bool bIncludeDot=false)
 
static FString GetCleanFilename (const FString &InPath)
 
static FString GetCleanFilename (FString &&InPath)
 
static FString GetBaseFilename (const FString &InPath, bool bRemovePath=true)
 
static FString GetBaseFilename (FString &&InPath, bool bRemovePath=true)
 
static FString GetPath (const FString &InPath)
 
static FString GetPath (FString &&InPath)
 
static FString GetPathLeaf (const FString &InPath)
 
static FString GetPathLeaf (FString &&InPath)
 
static FString ChangeExtension (const FString &InPath, const FString &InNewExtension)
 
static FString SetExtension (const FString &InPath, const FString &InNewExtension)
 
static bool FileExists (const FString &InPath)
 
static bool DirectoryExists (const FString &InPath)
 
static bool IsDrive (const FString &InPath)
 
static bool IsRelative (const FString &InPath)
 
static void NormalizeFilename (FString &InPath)
 
static bool IsSamePath (const FString &PathA, const FString &PathB)
 
static bool IsUnderDirectory (const FString &InPath, const FString &InDirectory)
 
static void NormalizeDirectoryName (FString &InPath)
 
static bool CollapseRelativeDirectories (FString &InPath)
 
static void RemoveDuplicateSlashes (FString &InPath)
 
static FString RemoveDuplicateSlashes (const FString &InPath)
 
static FString CreateStandardFilename (const FString &InPath)
 
static void MakeStandardFilename (FString &InPath)
 
static void MakePlatformFilename (FString &InPath)
 
static bool MakePathRelativeTo (FString &InPath, const TCHAR *InRelativeTo)
 
static FString ConvertRelativePathToFull (const FString &InPath)
 
static FString ConvertRelativePathToFull (FString &&InPath)
 
static FString ConvertRelativePathToFull (const FString &BasePath, const FString &InPath)
 
static FString ConvertRelativePathToFull (const FString &BasePath, FString &&InPath)
 
static FString ConvertRelativePathToFull (FString &&BasePath, const FString &InPath)
 
static FString ConvertRelativePathToFull (FString &&BasePath, FString &&InPath)
 
static FString ConvertToSandboxPath (const FString &InPath, const TCHAR *InSandboxName)
 
static FString ConvertFromSandboxPath (const FString &InPath, const TCHAR *InSandboxName)
 
static FString CreateTempFilename (const TCHAR *Path, const TCHAR *Prefix=TEXT(""), const TCHAR *Extension=TEXT(".tmp"))
 
static FString GetInvalidFileSystemChars ()
 
static FString MakeValidFileName (const FString &InString, const TCHAR InReplacementChar=TEXT('\0'))
 
static bool ValidatePath (const FString &InPath, FText *OutReason=nullptr)
 
static void Split (const FString &InPath, FString &PathPart, FString &FilenamePart, FString &ExtensionPart)
 
static const FStringGetRelativePathToRoot ()
 
template<typename... PathTypes>
static FORCEINLINE FString Combine (PathTypes &&... InPaths)
 
static void TearDown ()
 

Static Protected Member Functions

static void CombineInternal (FString &OutPath, const FStringView *Paths, int32 NumPaths)
 

Static Private Member Functions

template<typename... PathTypes>
static FORCEINLINE FString CombineImpl (UE::Core::Private::TToStringType_T< std::decay_t< PathTypes > >... InPaths)
 
static const FStringCustomUserDirArgument ()
 
static const FStringCustomShaderDirArgument ()
 

Detailed Description

Path helpers for retrieving game dir, engine dir, etc.

Definition at line 35 of file Paths.h.

Member Function Documentation

◆ AudioCaptureDir()

static FString FPaths::AudioCaptureDir ( )
static

Returns the directory the engine uses to output user requested audio capture files.

Returns
Audio capture directory

◆ AutomationDir()

static FString FPaths::AutomationDir ( )
static

Returns the directory for automation save files

◆ AutomationLogDir()

static FString FPaths::AutomationLogDir ( )
static

Returns the directory for automation log files

◆ AutomationReportsDir()

static FString FPaths::AutomationReportsDir ( )
static

Returns the directory for results of automation tests. May be deleted every run.

◆ AutomationTransientDir()

static FString FPaths::AutomationTransientDir ( )
static

Returns the directory for automation save files that are meant to be deleted every run

◆ BugItDir()

static FString FPaths::BugItDir ( )
static

Returns the directory the engine uses to output BugIt files.

Returns
screenshot directory

◆ ChangeExtension()

static FString FPaths::ChangeExtension ( const FString & InPath,
const FString & InNewExtension )
static

Changes the extension of the given filename (does nothing if the file has no extension)

◆ CloudDir()

static FString FPaths::CloudDir ( )
static

Returns the directory for local files used in cloud emulation or support

◆ CollapseRelativeDirectories()

static bool FPaths::CollapseRelativeDirectories ( FString & InPath)
static

Takes a fully pathed string and eliminates relative pathing (eg: annihilates ".." with the adjacent directory). Assumes all slashes have been converted to TEXT('/'). For example, takes the string: BaseDirectory/SomeDirectory/../SomeOtherDirectory/Filename.ext and converts it to: BaseDirectory/SomeOtherDirectory/Filename.ext

◆ Combine()

template<typename... PathTypes>
static FORCEINLINE FString FPaths::Combine ( PathTypes &&... InPaths)
inlinestatic

Definition at line 646 of file Paths.h.

◆ CombineImpl()

template<typename... PathTypes>
static FORCEINLINE FString FPaths::CombineImpl ( UE::Core::Private::TToStringType_T< std::decay_t< PathTypes > >... InPaths)
inlinestaticprivate

Definition at line 684 of file Paths.h.

◆ CombineInternal()

static void FPaths::CombineInternal ( FString & OutPath,
const FStringView * Paths,
int32 NumPaths )
staticprotected

◆ ConvertFromSandboxPath()

static FString FPaths::ConvertFromSandboxPath ( const FString & InPath,
const TCHAR * InSandboxName )
static

Converts a sandbox (in Saved/Sandboxes) path to a normal path.

Parameters
InSandboxNameThe name of the sandbox.

◆ ConvertRelativePathToFull() [1/6]

static FString FPaths::ConvertRelativePathToFull ( const FString & BasePath,
const FString & InPath )
static

Converts a relative path name to a fully qualified name relative to the specified BasePath.

◆ ConvertRelativePathToFull() [2/6]

static FString FPaths::ConvertRelativePathToFull ( const FString & BasePath,
FString && InPath )
static

Converts a relative path name to a fully qualified name relative to the specified BasePath.

◆ ConvertRelativePathToFull() [3/6]

static FString FPaths::ConvertRelativePathToFull ( const FString & InPath)
static

Converts a relative path name to a fully qualified name relative to the process BaseDir().

+ Here is the caller graph for this function:

◆ ConvertRelativePathToFull() [4/6]

static FString FPaths::ConvertRelativePathToFull ( FString && BasePath,
const FString & InPath )
static

Converts a relative path name to a fully qualified name relative to the specified BasePath.

◆ ConvertRelativePathToFull() [5/6]

static FString FPaths::ConvertRelativePathToFull ( FString && BasePath,
FString && InPath )
static

Converts a relative path name to a fully qualified name relative to the specified BasePath.

◆ ConvertRelativePathToFull() [6/6]

static FString FPaths::ConvertRelativePathToFull ( FString && InPath)
static

Converts a relative path name to a fully qualified name relative to the process BaseDir().

◆ ConvertToSandboxPath()

static FString FPaths::ConvertToSandboxPath ( const FString & InPath,
const TCHAR * InSandboxName )
static

Converts a normal path to a sandbox path (in Saved/Sandboxes).

Parameters
InSandboxNameThe name of the sandbox.

◆ CreateStandardFilename()

static FString FPaths::CreateStandardFilename ( const FString & InPath)
static

Make fully standard "Unreal" pathname:

  • Normalizes path separators [NormalizeFilename]
  • Removes extraneous separators [NormalizeDirectoryName, as well removing adjacent separators]
  • Collapses internal ..'s
  • Makes relative to Engine\Binaries<Platform> (will ALWAYS start with ......)

◆ CreateTempFilename()

static FString FPaths::CreateTempFilename ( const TCHAR * Path,
const TCHAR * Prefix = TEXT(""),
const TCHAR * Extension = TEXT(".tmp") )
static

Creates a temporary filename with the specified prefix.

Parameters
PathThe file pathname.
PrefixThe file prefix.
ExtensionFile extension ('.' required).

◆ CustomShaderDirArgument()

static const FString & FPaths::CustomShaderDirArgument ( )
staticprivate

Returns, if any, the value of the -shaderworkingdir command line argument. This can be used to sandbox shader working files to a desired location

◆ CustomUserDirArgument()

static const FString & FPaths::CustomUserDirArgument ( )
staticprivate

Returns, if any, the value of the -userdir command line argument. This can be used to sandbox artifacts to a desired location

◆ DevelopersFolderName()

static FStringView FPaths::DevelopersFolderName ( )
static

Returns the name of the subfolder for developer-specific content Example: "Developers"

◆ DiffDir()

static FString FPaths::DiffDir ( )
static

Returns the directory for temp files used for diffing

◆ DirectoryExists()

static bool FPaths::DirectoryExists ( const FString & InPath)
static

Returns true if this directory was found, false otherwise

◆ EngineConfigDir()

static FString FPaths::EngineConfigDir ( )
static

Returns the directory the root configuration files are located.

Returns
root config directory

◆ EngineContentDir()

static FString FPaths::EngineContentDir ( )
static

Returns the content directory of the "core" engine that can be shared across several games or across games & mods.

Returns
engine content directory

◆ EngineDefaultLayoutDir()

static FString FPaths::EngineDefaultLayoutDir ( )
static

Returns the directory for default Editor UI Layout files of the engine

Returns
Directory for default Editor UI Layout files.

◆ EngineDir()

static FString FPaths::EngineDir ( )
static

Returns the base directory of the "core" engine that can be shared across several games or across games & mods. Shaders and base localization files e.g. reside in the engine directory.

Returns
engine directory

◆ EngineEditorSettingsDir()

static FString FPaths::EngineEditorSettingsDir ( )
static

Returns the Editor Settings directory of the engine

Returns
Editor Settings directory.

◆ EngineIntermediateDir()

static FString FPaths::EngineIntermediateDir ( )
static

Returns the intermediate directory of the engine

Returns
content directory

◆ EnginePlatformExtensionsDir()

static FString FPaths::EnginePlatformExtensionsDir ( )
static

Returns the directory where engine platform extensions reside

Returns
engine platform extensions directory

◆ EnginePluginsDir()

static FString FPaths::EnginePluginsDir ( )
static

Returns the plugins directory of the engine

Returns
Plugins directory.

◆ EngineProjectLayoutDir()

static FString FPaths::EngineProjectLayoutDir ( )
static

Returns the directory for project Editor UI Layout files of the engine

Returns
Directory for project Editor UI Layout files.

◆ EngineSavedDir()

static FString FPaths::EngineSavedDir ( )
static

Returns the saved directory of the engine

Returns
Saved directory.

◆ EngineSourceDir()

static FString FPaths::EngineSourceDir ( )
static

Returns the directory where engine source code files are kept

◆ EngineUserDir()

static FString FPaths::EngineUserDir ( )
static

Returns the root directory for user-specific engine files. Always writable.

Returns
root user directory

◆ EngineUserLayoutDir()

static FString FPaths::EngineUserLayoutDir ( )
static

Returns the directory for user-generated Editor UI Layout files of the engine

Returns
Directory for user-generated Editor UI Layout files.

◆ EngineVersionAgnosticUserDir()

static FString FPaths::EngineVersionAgnosticUserDir ( )
static

Returns the root directory for user-specific engine files which can be shared between versions. Always writable.

Returns
root user directory

◆ EnterpriseDir()

static FString FPaths::EnterpriseDir ( )
static

Returns the base directory enterprise directory.

Returns
enterprise directory

◆ EnterpriseFeaturePackDir()

static FString FPaths::EnterpriseFeaturePackDir ( )
static

Returns the enterprise FeaturePack directory

Returns
FeaturePack directory.

◆ EnterprisePluginsDir()

static FString FPaths::EnterprisePluginsDir ( )
static

Returns the enterprise plugins directory

Returns
Plugins directory.

◆ FeaturePackDir()

static FString FPaths::FeaturePackDir ( )
static

Returns the directory where feature packs are kept

◆ FileExists()

static bool FPaths::FileExists ( const FString & InPath)
static

Returns true if this file was found, false otherwise

◆ GameAgnosticSavedDir()

static FString FPaths::GameAgnosticSavedDir ( )
static

Returns the saved directory that is not game specific. This is usually the same as EngineSavedDir().

Returns
saved directory

◆ GameDevelopersDir()

static FString FPaths::GameDevelopersDir ( )
static

Returns the directory that contains subfolders for developer-specific content Example: "../../../ProjectName/Content/Developers

◆ GameSourceDir()

static FString FPaths::GameSourceDir ( )
static

Returns the directory where game source code files are kept

◆ GameUserDeveloperDir()

static FString FPaths::GameUserDeveloperDir ( )
static

Returns The directory that contains developer-specific content for the current user

◆ GameUserDeveloperFolderName()

static FString FPaths::GameUserDeveloperFolderName ( )
static

Returns The folder name for the developer-specific directory for the current user

◆ GeneratedConfigDir()

static FString FPaths::GeneratedConfigDir ( )
static

Returns the directory the engine saves generated config files.

Returns
config directory

◆ GetBaseFilename() [1/2]

static FString FPaths::GetBaseFilename ( const FString & InPath,
bool bRemovePath = true )
static

◆ GetBaseFilename() [2/2]

static FString FPaths::GetBaseFilename ( FString && InPath,
bool bRemovePath = true )
static

◆ GetCleanFilename() [1/2]

static FString FPaths::GetCleanFilename ( const FString & InPath)
static

◆ GetCleanFilename() [2/2]

static FString FPaths::GetCleanFilename ( FString && InPath)
static

◆ GetCookedEditorLocalizationPaths()

static const TArray< FString > & FPaths::GetCookedEditorLocalizationPaths ( )
static

Returns a list of cooked editor-specific localization paths

◆ GetEditorLocalizationPaths()

static const TArray< FString > & FPaths::GetEditorLocalizationPaths ( )
static

Returns a list of editor-specific localization paths

◆ GetEngineLocalizationPaths()

static const TArray< FString > & FPaths::GetEngineLocalizationPaths ( )
static

Returns a list of engine-specific localization paths

◆ GetExtension()

static FString FPaths::GetExtension ( const FString & InPath,
bool bIncludeDot = false )
static

Gets the extension for this filename.

Parameters
bIncludeDotif true, includes the leading dot in the result
Returns
the extension of this filename, or an empty string if the filename doesn't have an extension.

◆ GetExtensionDirs()

static TArray< FString > FPaths::GetExtensionDirs ( const FString & BaseDir,
const FString & SubDir = FString() )
static

Returns platform and restricted extensions that are present and valid (for platforms, it uses FDataDrivePlatformInfo to determine valid platforms, it doesn't just use what's present)

Returns
BaseDir and usable extension directories under BaseDir (either Engine or Project)

◆ GetGameLocalizationPaths()

static const TArray< FString > & FPaths::GetGameLocalizationPaths ( )
static

Returns a list of game-specific localization paths

◆ GetInvalidFileSystemChars()

static FString FPaths::GetInvalidFileSystemChars ( )
static

Returns a string containing all invalid characters as dictated by the operating system

◆ GetPath() [1/2]

static FString FPaths::GetPath ( const FString & InPath)
static

◆ GetPath() [2/2]

static FString FPaths::GetPath ( FString && InPath)
static

◆ GetPathLeaf() [1/2]

static FString FPaths::GetPathLeaf ( const FString & InPath)
static

◆ GetPathLeaf() [2/2]

static FString FPaths::GetPathLeaf ( FString && InPath)
static

◆ GetPlatformLocalizationFolderName()

static FString FPaths::GetPlatformLocalizationFolderName ( )
static

Get the name of the platform-specific localization sub-folder

◆ GetProjectFilePath()

static FString FPaths::GetProjectFilePath ( )
static

Gets the path to the project file.

Returns
Project file path.

◆ GetPropertyNameLocalizationPaths()

static const TArray< FString > & FPaths::GetPropertyNameLocalizationPaths ( )
static

Returns a list of property name localization paths

◆ GetRelativePathToRoot()

static const FString & FPaths::GetRelativePathToRoot ( )
static

Gets the relative path to get from BaseDir to RootDirectory

◆ GetRestrictedFolderNames()

static const TArray< FString > & FPaths::GetRestrictedFolderNames ( )
static

Returns a list of restricted/internal folder names (without any slashes) which may be tested against full paths to determine if a path is restricted or not.

◆ GetToolTipLocalizationPaths()

static const TArray< FString > & FPaths::GetToolTipLocalizationPaths ( )
static

Returns a list of tool tip localization paths

◆ HasProjectPersistentDownloadDir()

static bool FPaths::HasProjectPersistentDownloadDir ( )
static

◆ IsDrive()

static bool FPaths::IsDrive ( const FString & InPath)
static

Returns true if this path represents a root drive or volume

◆ IsProjectFilePathSet()

static bool FPaths::IsProjectFilePathSet ( )
static

Checks whether the path to the project file, if any, is set.

Returns
true if the path is set, false otherwise.

◆ IsRelative()

static bool FPaths::IsRelative ( const FString & InPath)
static

Returns true if this path is relative to another path

◆ IsRestrictedPath()

static bool FPaths::IsRestrictedPath ( const FString & InPath)
static

Determines if supplied path uses a restricted/internal subdirectory. Note that slashes are normalized and character case is ignored for the comparison.

◆ IsSamePath()

static bool FPaths::IsSamePath ( const FString & PathA,
const FString & PathB )
static

Checks if two paths are the same.

Parameters
PathAFirst path to check.
PathBSecond path to check.
Returns
True if both paths are the same. False otherwise.

◆ IsUnderDirectory()

static bool FPaths::IsUnderDirectory ( const FString & InPath,
const FString & InDirectory )
static

Determines if a path is under a given directory

◆ LaunchDir()

static FString FPaths::LaunchDir ( )
static

Returns the directory the application was launched from (useful for commandline utilities)

◆ MakePathRelativeTo()

static bool FPaths::MakePathRelativeTo ( FString & InPath,
const TCHAR * InRelativeTo )
static

Assuming both paths (or filenames) are relative to the same base dir, modifies InPath to be relative to InRelativeTo

Parameters
InPathPath to change to be relative to InRelativeTo
InRelativeToPath to use as the new relative base
Returns
true if InPath was changed to be relative

◆ MakePlatformFilename()

static void FPaths::MakePlatformFilename ( FString & InPath)
static

Takes an "Unreal" pathname and converts it to a platform filename.

◆ MakeStandardFilename()

static void FPaths::MakeStandardFilename ( FString & InPath)
static

◆ MakeValidFileName()

static FString FPaths::MakeValidFileName ( const FString & InString,
const TCHAR InReplacementChar = TEXT('\0') )
static

Returns a string that is safe to use as a filename because all items in GetInvalidFileSystemChars() are removed

◆ NormalizeDirectoryName()

static void FPaths::NormalizeDirectoryName ( FString & InPath)
static

Normalize all / and \ to TEXT("/") and remove any trailing TEXT("/") if the character before that is not a TEXT("/") or a colon

◆ NormalizeFilename()

static void FPaths::NormalizeFilename ( FString & InPath)
static

Convert all / and \ to TEXT("/")

◆ ProfilingDir()

static FString FPaths::ProfilingDir ( )
static

Returns the directory the engine uses to output profiling files.

Returns
log directory

◆ ProjectConfigDir()

static FString FPaths::ProjectConfigDir ( )
static

Returns the directory the root configuration files are located.

Returns
root config directory

◆ ProjectContentDir()

static FString FPaths::ProjectContentDir ( )
static

Returns the content directory of the current game by looking at FApp::GetProjectName().

Returns
content directory

◆ ProjectDir()

static FString FPaths::ProjectDir ( )
static

Returns the base directory of the current project by looking at FApp::GetProjectName(). This is usually a subdirectory of the installation root directory and can be overridden on the command line to allow self contained mod support.

Returns
base directory

◆ ProjectIntermediateDir()

static FString FPaths::ProjectIntermediateDir ( )
static

Returns the intermediate directory of the current game by looking at FApp::GetProjectName().

Returns
intermediate directory

◆ ProjectLogDir()

static FString FPaths::ProjectLogDir ( )
static

Returns the directory the engine uses to output logs. This currently can't be an .ini setting as the game starts logging before it can read from .ini files.

Returns
log directory

◆ ProjectModsDir()

static FString FPaths::ProjectModsDir ( )
static

Returns the mods directory of the current project by looking at FApp::GetProjectName().

Returns
mods directory

◆ ProjectPersistentDownloadDir()

static FString FPaths::ProjectPersistentDownloadDir ( )
static

◆ ProjectPlatformExtensionsDir()

static FString FPaths::ProjectPlatformExtensionsDir ( )
static

Returns the directory where the project's platform extensions reside

Returns
project platform extensions directory

◆ ProjectPluginsDir()

static FString FPaths::ProjectPluginsDir ( )
static

Returns the plugins directory of the current game by looking at FApp::GetProjectName().

Returns
plugins directory

◆ ProjectSavedDir()

static const FString & FPaths::ProjectSavedDir ( )
static

Returns the saved directory of the current game by looking at FApp::GetProjectName().

Returns
saved directory

◆ ProjectUserDir()

static FString FPaths::ProjectUserDir ( )
static

Returns the root directory for user-specific game files.

Returns
game user directory

◆ RemoveDuplicateSlashes() [1/2]

static FString FPaths::RemoveDuplicateSlashes ( const FString & InPath)
static

Returns a copy of the given path on which duplicate slashes were removed (see the inplace version for more details).

◆ RemoveDuplicateSlashes() [2/2]

static void FPaths::RemoveDuplicateSlashes ( FString & InPath)
static

Removes duplicate slashes in paths. Assumes all slashes have been converted to TEXT('/'). For example, takes the string: BaseDirectory/SomeDirectory//SomeOtherDirectory////Filename.ext and converts it to: BaseDirectory/SomeDirectory/SomeOtherDirectory/Filename.ext

◆ RootDir()

static FString FPaths::RootDir ( )
static

Returns the root directory of the engine directory tree

Returns
Root directory.

◆ SandboxesDir()

static FString FPaths::SandboxesDir ( )
static

Returns the directory the engine stores sandbox output

Returns
sandbox directory

◆ ScreenShotDir()

static FString FPaths::ScreenShotDir ( )
static

Returns the directory the engine uses to output screenshot files.

Returns
screenshot directory

◆ SetExtension()

static FString FPaths::SetExtension ( const FString & InPath,
const FString & InNewExtension )
static

Sets the extension of the given filename (like ChangeExtension, but also applies the extension if the file doesn't have one)

◆ SetProjectFilePath()

static void FPaths::SetProjectFilePath ( const FString & NewGameProjectFilePath)
static

Sets the path to the project file.

Parameters
NewGameProjectFilePath- The project file path to set.

◆ ShaderWorkingDir()

static FString FPaths::ShaderWorkingDir ( )
static

◆ ShouldSaveToUserDir()

static bool FPaths::ShouldSaveToUserDir ( )
static

Should the "saved" directory structures be rooted in the user dir or relative to the "engine/game"

◆ SourceConfigDir()

static FString FPaths::SourceConfigDir ( )
static

Returns the directory the engine uses to look for the source leaf ini files. This can't be an .ini variable for obvious reasons.

Returns
source config directory

◆ Split()

static void FPaths::Split ( const FString & InPath,
FString & PathPart,
FString & FilenamePart,
FString & ExtensionPart )
static

Parses a fully qualified or relative filename into its components (filename, path, extension).

Parameters
InPath[in] Full filename path
PathPart[out] receives the value of the path portion of the input string
FilenamePart[out] receives the value of the filename portion of the input string
ExtensionPart[out] receives the value of the extension portion of the input string

◆ TearDown()

static void FPaths::TearDown ( )
static

Frees any memory retained by FPaths.

◆ ValidatePath()

static bool FPaths::ValidatePath ( const FString & InPath,
FText * OutReason = nullptr )
static

Validates that the parts that make up the path contain no invalid characters as dictated by the operating system Note that this is a different set of restrictions to those imposed by FPackageName

Parameters
InPath- path to validate
OutReason- optional parameter to fill with the failure reason

◆ VideoCaptureDir()

static FString FPaths::VideoCaptureDir ( )
static

Returns the directory the engine uses to output user requested video capture files.

Returns
Video capture directory

The documentation for this class was generated from the following file: