Sorry about the confusion there. You most likely will need to make changes to the engine to achieve this. The area you will want to look into is the Paths.h file. Specifically FPaths::ProjectSavedDir and the functions called within it. There are a few paths it can take to get the project saved directory depending on defined Macros, Platform processes, etc. The easiest and quickest option to achieve this is adding the -userdir command line argument when launching the editor/game. e.g in a shortcut’s Target:
"C:\<EnginePath>\UnrealEditor.exe" "C:\<ProjectPath>\MyProject.uproject" -userdir="C:\CustomDirectory"I tried looking into another option without modifying the engine by defining the UE_SAVED_DIR_OVERRIDE macro. However i believe due to FPaths::ShouldSaveToUserDir() this would still require engine source changes.
Here is a link to a forum post that discusses this topic, they’re trying to achieve the opposite but there is some useful information regardless.
Cheers,
Louis