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How do I get the UE4 source path in my plugin build config?

How do I get the source path in the build config? I'm trying to add some private paths to the include paths as per some of the samples, but without using relative paths ("../../this/kinda/nonsense").

It's similar to this question: https://answers.unrealengine.com/questions/237166/how-can-i-get-the-current-project-path-within-the.html

Product Version: UE 4.8
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asked Jul 14 '15 at 01:49 AM in C++ Programming

avatar image

duke22
190 11 16 31

avatar image Antidamage Jul 30 '15 at 10:44 PM

Keen on knowing this as well. I see a method called "UEBuildConfiguration.UEThirdPartySourceDirectory", what's the equivalent for the project directory?

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1 answer: sort voted first

I think you may be looking for

 UnrealBuildTool.UnrealBuildTool.EngineDirectory

or possibly

 UnrealBuildTool.UnrealBuildTool.EngineSourceDirectory
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answered Feb 27 '16 at 01:10 PM

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Quiqueck
6 1 3

avatar image EthanCS Jul 05 '17 at 06:54 AM

Good answer, and by the way, if you want get the string, use string EnginePath = UnrealBuildTool.UnrealBuildTool.EngineSourceDirectory.FullName;

avatar image joey.pla Jul 12 '17 at 07:20 PM

This no longer works in 4.16. Is there a new solution to getting the EngineDirectory?

avatar image FilAl Oct 18 '17 at 08:07 PM

I would so much like to know this too. Also working in 4.16

avatar image Quiqueck Oct 19 '17 at 09:47 AM

I think this should work:

 using System;
 using System.IO;
 using UnrealBuildTool;
 
 namespace UnrealBuildTool.Rules
 {
     public class NativeLibPlugin : ModuleRules
     {
 
         private string ModulePath {
             get { return ModuleDirectory; }
         }
 
         private string EnginePath {
             get { return Path.GetFullPath(BuildConfiguration.RelativeEnginePath); }
         }
 
         private string ThirdPartyPath {
             get { return Path.GetFullPath( Path.Combine( ModulePath, "..", "..", "ThirdParty" ) ); }
         }
 
         public NativeLibPlugin(TargetInfo Target) {
 
 /* ... */
 
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