UEditorValidatorSubsystem

[UEditorValidatorSubsystem](API\Plugins\DataValidation\UEditorValidatorSubsystem) manages all the asset validation in the engine.

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Inheritance Hierarchy

References

Module

DataValidation

Header

/Engine/Plugins/Editor/DataValidation/Source/DataValidation/Public/EditorValidatorSubsystem.h

Include

#include "EditorValidatorSubsystem.h"

Syntax

[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)(Config=Editor)
class UEditorValidatorSubsystem : public UEditorSubsystem

Remarks

UEditorValidatorSubsystem manages all the asset validation in the engine. The first validation handled is UObject::IsDataValid and its overridden functions. Those validations require custom classes and are most suited to project-specific classes. The next validation set is of all registered UEditorValidationBases. These validators have a function to determine if they can validate a given asset, and if they are currently enabled. They are good candidates for validating engine classes or very specific project logic.

Variables

Name Description

Protected variable UProperty Config

bool

 

bAllowBlueprintValidators

Specifies whether or not to allow Blueprint validators

Protected variable UProperty Config

bool

 

bValidateAssetsWhileSavingForCook

Specifies whether or not to validate assets on save when saving for a cook

Protected variable UProperty Meta Config

bool

 

bValidateOnSave

Whether it should validate assets on save inside the editor

Protected variable UProperty Config

TArray< FDirect...

 

ExcludedDirectories

Directories to ignore for data validation. Useful for test assets

Protected variable

TArray< FName >

 

SavedPackagesToValidate

List of saved package names to validate next frame

Protected variable UProperty Transient

TMap< UClass &#...

 

Validators

Constructors

Name Description

Public function

UEditorValidatorSubsystem()

Functions

Name Description

Public function UFunction BlueprintCallable, Category

void

 

AddValidator

(
    UEditorValidatorBase* InValida...
)

Adds a validator to the list, making sure it is a unique instance

Protected function

void

 

CleanupValidators()

Public function Virtual Const UFunction BlueprintCallable, Category

EDataValidat...

 

IsAssetValid

(
    FAssetData& AssetData,
    TArray< FText >& ValidationErrors,
    TArray< FText >& ValidationWarning...
)

Public function Virtual Const UFunction BlueprintCallable, Category

EDataValidat...

 

IsObjectValid

(
    UObject* InObject,
    TArray< FText >& ValidationErrors,
    TArray< FText >& ValidationWarning...
)

Protected function Virtual Const

bool

 

IsPathExcludedFromValidation

(
    const FString& Path
)

Protected function

void

 

RegisterBlueprintValidators()

Protected function

void

 

ValidateAllSavedPackages()

Handles validating all pending save packages

Public function Virtual Const UFunction BlueprintCallable, Category

int32

 

ValidateAssets

(
    TArray< FAssetData > AssetDataList,
    bool bSkipExcludedDirectories,
    bool bShowIfNoFailures
)

Called to validate assets from either the UI or a commandlet

Public function Virtual Const

void

 

ValidateOnSave

(
    TArray< FAssetData > AssetDataList
)

Called to validate from an interactive save

Public function Virtual

void

 

ValidateSavedPackage

(
    FName PackageName
)

Schedule a validation of a saved package, this will activate next frame by default so it can combine them

Overridden from USubsystem

Name Description

Public function Virtual

void

 

Deinitialize()

Implement this for deinitialization of instances of the system

Public function Virtual

void

 

Initialize

(
    FSubsystemCollectionBase& Collecti...
)

Implement this for initialization of instances of the system

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