Can't convert the path because it does not map to a root.

Hello, I’ve searched the forums but haven’t found a solution that matches my problem.
I’m trying to access a file from within my plugin’s Content folder instead of the main project’s /Game/… folders. Accessing from within /Game works, but since I want my plugin to work independently of the project I migrated the assets to the plugin folder and tried accessing it with my code like so

#define VEHICLE_BP_IMPORT_PATH “/CreateConvertedCarBP/00_Common/BP_ConvertTest”

UBlueprint* ConvertedCarVehicleBP = Cast(UEditorAssetLibrary::DuplicateAsset(VEHICLE_BP_IMPORT_PATH, VEHICLE_BP_EXPORT_PATH));

…resulting in the error
LogEditorScripting: Error: DuplicateAsset. Failed to find the source asset. Can’t convert the path ‘/CreateConvertedCarBP/00_Common/BP_ConvertTest’ because it does not map to a root.

I don’t know what I’m doing wrong, I’ve tried
/Plugins/(PluginName)/…
/(PluginName)/Content/…
and so on, but the issue persists. Am I missing a setting somewhere for the project
to access files within its plugins? Placing the import path somewhere in /Game always works so I’m in a bind here, hopefully someone can point me in the right direction. Thanks!

Hi LuigiSim,
You can get the Plugin Folder by using this method:

IPluginManager::Get().FindPlugin(TEXT("MyPlugin"))->GetContentDir()

If “MyPlugin” isn’t what you’re running from, the FindPlugin may return a nullptr.

I don’t know if you’ll be able to run a blueprint from that folder though (I’ve never tried).
I usually just copy the blueprints from the plugin folder into the project and then use those ones…