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API > API/Plugins > API/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 | |
|---|---|---|---|
| bool | bIsEnabled |
Constructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | AssetFails
(
UObject* InAsset, |
||
| void | AssetPasses
(
UObject* InAsset |
||
| void | AssetWarning
(
UObject* InAsset, |
||
| bool | CanValidate
(
const EDataValidationUsecase InUsecase |
Override this to determine whether or not you can use this validator given this usecase | |
| bool | CanValidateAsset
(
UObject* InAsset |
Override this to determine whether or not you can validate a given asset with this validator | |
| const TArray< FText > & | |||
| EDataValidationResult | |||
| bool | IsEnabled () |
||
| bool | |||
| void | LogElapsedTime
(
FFormatNamedArguments& Arguments |
||
| void | |||
| EDataValidationResult | ValidateLoadedAsset
(
UObject* InAsset, |