How do I get the path inside my game folders of a spawned blueprint with c++… the format should be like:
MyItem’/Game/Items/SomeItem.SomItem’
This inside the blueprints parent class constructor “this->GetFolderPath().ToString()” returns “None”…
Thanks in advance
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Right click asset and click “Copy Reference”, the path will be copied to clipboard
As for dynamicly via C++ this class might be helpful
https://docs.unrealengine.com/latest/INT/API/Runtime/CoreUObject/Misc/FStringAssetReference/index.html
Thanks for the answer, shadow!
Yes, I would like to do it dynamicly. But when I try “FStringAssetReference(this).AssetLongPathname”, I only seem to get the path inside the world/map and not inside the folder structure.
Sorry for posting in this old question but I have the same issue. I was wondering if you could provide the solution if you have one.
Thank you
Sorry for late reply, do it on UClass* of object then
Didn’t expect an answer for this anymore… but that works great. I wrote the following into the PostInitializeComponents()-Function of my Actor-Class:
ObjectPath = "Blueprint'" + this->GetClass()->GetPathName().LeftChop(2) + "'";
Basically you could simply write “GetClass()->GetPathName()”, but needed the " Blueprint’ ’ " wrapped around it and choped the “_C” at the end.
Thanks !
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Both thank you for the fast responds !
THANK YOU FOR COPY REFERENCE!!!
does not return the asset path of the blueprint
LeftChop(2) must be removed to produce correct path