# Screenshots at Runtime - Save Location

**URL:** <https://forums.unrealengine.com/t/screenshots-at-runtime-save-location/353723>\
**Category:** Blueprint\
**Tags:** console-commands, unreal-engine, Blueprint, question\
**Created:** [April 11, 2016, 4:43am UTC](https://forums.unrealengine.com/t/screenshots-at-runtime-save-location/353723 "2016-04-11T04:43:52Z")\
**Posts on this page:** 5\
**Page:** 1

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**Author:** ![SaviorNT](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SaviorNT](https://forums.unrealengine.com/u/SaviorNT)\
**Post date:** [April 11, 2016, 4:43am UTC](https://forums.unrealengine.com/t/screenshots-at-runtime-save-location/353723/1 "2016-04-11T04:43:52Z")

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Trying to build a screenshot blueprint, is there a way to take a value from UMG (screenshot location - this is another question though), and combine that string with the Shot and HighResShot console commands in order for the player to specify where on his computer he wants screenshots to be saved?

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**Author:** ![anonymous\_user\_fbe5155f](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_fbe5155f](https://forums.unrealengine.com/u/anonymous_user_fbe5155f)\
**Post date:** [April 11, 2016, 7:14am UTC](https://forums.unrealengine.com/t/screenshots-at-runtime-save-location/353723/2 "2016-04-11T07:14:13Z")

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I’m actually not aware of how to do this. I’d think you’d have to create a C++ function library to do the screenshot, and then move the file afterwards from /saved/screenshots to the destination of your/player choice.

It’s fairly easy to do.

Example:

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — https://unrealcommunity.wiki/! You will be able to find content from...

Doco: [Blueprint Function Libraries in Unreal Engine | Unreal Engine 5.2 Documentation](https://docs.unrealengine.com/latest/INT/Programming/BlueprintFunctionLibraries/)

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<div class="post-metadata">

**Author:** ![anonymous\_user\_fbe5155f](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_fbe5155f](https://forums.unrealengine.com/u/anonymous_user_fbe5155f)\
**Post date:** [April 11, 2016, 7:15am UTC](https://forums.unrealengine.com/t/screenshots-at-runtime-save-location/353723/3 "2016-04-11T07:15:28Z")

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So to be clear, the C++ function in the lib would do the console command to get the screenshot (or they may be a c++ screenshot command) and then do the move via the file system

> **[Taking Screenshots](https://docs.unrealengine.com/5.2/en-US/taking-screenshots-in-unreal-engine/)**
>
> Guide to taking in-game screenshots of environments and gameplay.

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<div class="post-metadata">

**Author:** ![SaviorNT](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@SaviorNT](https://forums.unrealengine.com/u/SaviorNT)\
**Post date:** [April 11, 2016, 12:55pm UTC](https://forums.unrealengine.com/t/screenshots-at-runtime-save-location/353723/4 "2016-04-11T12:55:55Z")

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So the only way to do this would be to create a blueprintable c++ function?

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<div class="post-metadata">

**Author:** ![anonymous\_user\_fbe5155f](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_fbe5155f](https://forums.unrealengine.com/u/anonymous_user_fbe5155f)\
**Post date:** [April 12, 2016, 1:02am UTC](https://forums.unrealengine.com/t/screenshots-at-runtime-save-location/353723/5 "2016-04-12T01:02:26Z")

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I think so as there is no mention in the doco on how to change the ‘default location’ - but someone might have a better answer.
