That is it!
I changed your code a bit to call it via Blueprint.
For those who want to do this.
You have to create a “new C++ class” that inherits from “Blueprint Function Libary”.
Then you have to add the following code to the .h & the .cpp.
.h:
Add this before you #include “MyBlueprintFunctionLibrary.generated.h”.
#include "HAL/FileManagerGeneric.h"
#include "Misc/Paths.h"
Add this in the UClass definition after GENERATED_BODY() !
public:
UFUNCTION(BlueprintCallable, Category = FileManager)
static TArray<FString> getFilesInFolder(FString Directory, FString Extension);
.cpp:
Dont forget to use your classname instead of “UMyBlueprintFunctionLibary”!
TArray<FString> UMyBlueprintFunctionLibrary::getFilesInFolder(FString Directory, FString Extension)
{
TArray<FString> output;
output.Empty();
if (FPaths::DirectoryExists(Directory))
{
FString path = Directory + Extension;
FFileManagerGeneric::Get().FindFiles(output, *path, true, false);
}
return output;
}
Compile it and you can call it via Blueprint.
Call getFilesInFolder