| UObjectBase
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Module |
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Header |
/Engine/Plugins/Editor/DataValidation/Source/DataValidation/Public/EditorValidatorBase.h |
Include |
#include "EditorValidatorBase.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Abstract, Blueprintable, Meta=(ShowWorldContextPin))
class UEditorValidatorBase : public UObject
The EditorValidatorBase is a class which verifies that an asset meets a specific ruleset. It should be used when checking engine-level classes, as UObject::IsDataValid requires overriding the base class. You can create project-specific version of the validator base, with custom logging and enabled logic.
C++ and Blueprint validators will be gathered on editor start, while python validators need to register themselves
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bIsEnabled |
Name | Description | |
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UEditorValidatorBase() |
Name | Description | ||
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AssetFails |
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AssetPasses ( |
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AssetWarning |
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CanValidateAsset ( |
Override this to determine whether or not you can validate a given asset with this validator |
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const TArray... |
GetAllWarnings() |
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EDataValidat... |
GetValidationResult() |
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IsEnabled() |
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IsValidationStateSet() |
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LogElapsedTime ( |
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ResetValidationState() |
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EDataValidat... |
ValidateLoadedAsset |