unreal.EditorValidatorBase

class unreal.EditorValidatorBase(outer: Object | None = None, name: Name | str = 'None')

Bases: Object

  • 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

C++ Source:

  • Plugin: DataValidation

  • Module: DataValidation

  • File: EditorValidatorBase.h

Editor Properties: (see get_editor_property/set_editor_property)

  • is_enabled (bool): [Read-Write]

asset_fails(asset, message, validation_errors) Array[Text]

Asset Fails

Parameters:
Returns:

validation_errors (Array[Text]):

Return type:

Array[Text]

asset_passes(asset) None

Asset Passes

Parameters:

asset (Object) –

asset_warning(asset, message) None

Asset Warning

Parameters:
can_validate(usecase) bool

Override this to determine whether or not you can use this validator given this usecase

Parameters:

usecase (DataValidationUsecase) –

Return type:

bool

can_validate_asset(asset) bool

Override this to determine whether or not you can validate a given asset with this validator

Parameters:

asset (Object) –

Return type:

bool

get_validation_result() DataValidationResult

Get Validation Result

Return type:

DataValidationResult

validate_loaded_asset(asset, validation_errors) -> (DataValidationResult, validation_errors=Array[Text])

Validate Loaded Asset

Parameters:
Returns:

validation_errors (Array[Text]):

Return type:

Array[Text]