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Unreal Engine C++ API Reference > Plugins > DataValidation
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UEditorValidatorBase
- UAssetValidator_CustomizableObjects
- UAssetValidator_ReferencedCustomizableObjects
- UDirtyFilesChangelistValidator
- UEditorValidator_Localization
References
Module | DataValidation |
Header | /Engine/Plugins/Editor/DataValidation/Source/DataValidation/Public/EditorValidatorBase.h |
Include | #include "EditorValidatorBase.h" |
Syntax
UCLASS&40;Abstract, Blueprintable, Meta&61;&40;ShowWorldContextPin&41;&41;
class UEditorValidatorBase : public UObject
Remarks
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
Variables
Type | Name | Description | |
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bool | bIsEnabled |
Constructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | AssetFails
(
UObject* InAsset, |
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void | AssetPasses
(
UObject* InAsset |
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void | AssetWarning
(
UObject* InAsset, |
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bool | CanValidate
(
const EDataValidationUsecase InUsecase |
Override this to determine whether or not you can use this validator given this usecase |
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bool | CanValidateAsset
(
UObject* InAsset |
Override this to determine whether or not you can validate a given asset with this validator |
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const TArray< FText > & | ||
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EDataValidationResult | ||
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bool | IsEnabled () |
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bool | ||
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void | LogElapsedTime
(
FFormatNamedArguments& Arguments |
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void | ||
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EDataValidationResult | ValidateLoadedAsset
(
UObject* InAsset, |