Ark Server API (ASA) - Wiki
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#include <Paths.h>
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static void | CombineInternal (FString &OutPath, const FStringView *Paths, int32 NumPaths) |
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template<typename... PathTypes> | |
static FORCEINLINE FString | CombineImpl (UE::Core::Private::TToStringType_T< std::decay_t< PathTypes > >... InPaths) |
static const FString & | CustomUserDirArgument () |
static const FString & | CustomShaderDirArgument () |
Returns the directory the engine uses to output user requested audio capture files.
Returns the directory for results of automation tests. May be deleted every run.
Returns the directory for automation save files that are meant to be deleted every run
Returns the directory the engine uses to output BugIt files.
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Changes the extension of the given filename (does nothing if the file has no extension)
Returns the directory for local files used in cloud emulation or support
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
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Converts a sandbox (in Saved/Sandboxes) path to a normal path.
InSandboxName | The name of the sandbox. |
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Converts a relative path name to a fully qualified name relative to the specified BasePath.
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Converts a relative path name to a fully qualified name relative to the specified BasePath.
Converts a relative path name to a fully qualified name relative to the process BaseDir().
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Converts a relative path name to a fully qualified name relative to the specified BasePath.
Converts a relative path name to a fully qualified name relative to the specified BasePath.
Converts a relative path name to a fully qualified name relative to the process BaseDir().
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Converts a normal path to a sandbox path (in Saved/Sandboxes).
InSandboxName | The name of the sandbox. |
Make fully standard "Unreal" pathname:
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Creates a temporary filename with the specified prefix.
Path | The file pathname. |
Prefix | The file prefix. |
Extension | File extension ('.' required). |
Returns, if any, the value of the -shaderworkingdir command line argument. This can be used to sandbox shader working files to a desired location
Returns, if any, the value of the -userdir command line argument. This can be used to sandbox artifacts to a desired location
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Returns the name of the subfolder for developer-specific content Example: "Developers"
Returns true if this directory was found, false otherwise
Returns the directory the root configuration files are located.
Returns the content directory of the "core" engine that can be shared across several games or across games & mods.
Returns the directory for default Editor UI Layout files of the engine
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 the Editor Settings directory of the engine
Returns the intermediate directory of the engine
Returns the directory where engine platform extensions reside
Returns the plugins directory of the engine
Returns the directory for project Editor UI Layout files of the engine
Returns the saved directory of the engine
Returns the directory where engine source code files are kept
Returns the root directory for user-specific engine files. Always writable.
Returns the directory for user-generated Editor UI Layout files of the engine
Returns the root directory for user-specific engine files which can be shared between versions. Always writable.
Returns the base directory enterprise directory.
Returns the enterprise FeaturePack directory
Returns the enterprise plugins directory
Returns true if this file was found, false otherwise
Returns the saved directory that is not game specific. This is usually the same as EngineSavedDir().
Returns the directory that contains subfolders for developer-specific content Example: "../../../ProjectName/Content/Developers
Returns the directory where game source code files are kept
Returns The directory that contains developer-specific content for the current user
Returns The folder name for the developer-specific directory for the current user
Returns the directory the engine saves generated config files.
Returns a list of cooked editor-specific localization paths
Returns a list of editor-specific localization paths
Returns a list of engine-specific localization paths
Gets the extension for this filename.
bIncludeDot | if true, includes the leading dot in the result |
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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 a list of game-specific localization paths
Returns a string containing all invalid characters as dictated by the operating system
Get the name of the platform-specific localization sub-folder
Gets the path to the project file.
Returns a list of property name localization paths
Gets the relative path to get from BaseDir to RootDirectory
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.
Returns a list of tool tip localization paths
Returns true if this path represents a root drive or volume
Checks whether the path to the project file, if any, is set.
Returns true if this path is relative to another path
Determines if supplied path uses a restricted/internal subdirectory. Note that slashes are normalized and character case is ignored for the comparison.
Checks if two paths are the same.
PathA | First path to check. |
PathB | Second path to check. |
Determines if a path is under a given directory
Returns the directory the application was launched from (useful for commandline utilities)
Assuming both paths (or filenames) are relative to the same base dir, modifies InPath to be relative to InRelativeTo
InPath | Path to change to be relative to InRelativeTo |
InRelativeTo | Path to use as the new relative base |
Takes an "Unreal" pathname and converts it to a platform filename.
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Returns a string that is safe to use as a filename because all items in GetInvalidFileSystemChars() are removed
Normalize all / and \ to TEXT("/") and remove any trailing TEXT("/") if the character before that is not a TEXT("/") or a colon
Returns the directory the engine uses to output profiling files.
Returns the directory the root configuration files are located.
Returns the content directory of the current game by looking at FApp::GetProjectName().
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 the intermediate directory of the current game by looking at FApp::GetProjectName().
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 the mods directory of the current project by looking at FApp::GetProjectName().
Returns the directory where the project's platform extensions reside
Returns the plugins directory of the current game by looking at FApp::GetProjectName().
Returns the saved directory of the current game by looking at FApp::GetProjectName().
Returns the root directory for user-specific game files.
Returns a copy of the given path on which duplicate slashes were removed (see the inplace version for more details).
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
Returns the root directory of the engine directory tree
Returns the directory the engine stores sandbox output
Returns the directory the engine uses to output screenshot files.
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Sets the extension of the given filename (like ChangeExtension, but also applies the extension if the file doesn't have one)
Sets the path to the project file.
NewGameProjectFilePath | - The project file path to set. |
Should the "saved" directory structures be rooted in the user dir or relative to the "engine/game"
Returns the directory the engine uses to look for the source leaf ini files. This can't be an .ini variable for obvious reasons.
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Parses a fully qualified or relative filename into its components (filename, path, extension).
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 |
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
InPath | - path to validate |
OutReason | - optional parameter to fill with the failure reason |
Returns the directory the engine uses to output user requested video capture files.