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Unreal Engine C++ API Reference > Plugins > DataValidation
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- USubsystem
- UDynamicSubsystem
- UEditorSubsystem
- UEditorValidatorSubsystem
References
Module | DataValidation |
Header | /Engine/Plugins/Editor/DataValidation/Source/DataValidation/Public/EditorValidatorSubsystem.h |
Include | #include "EditorValidatorSubsystem.h" |
Syntax
UCLASS&40;Config&61;Editor&41;
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
Type | Name | Description | |
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bool | bAllowBlueprintValidators | Specifies whether or not to allow Blueprint validators |
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bool | bValidateAssetsWhileSavingForCook | Specifies whether or not to validate assets on save when saving for a cook |
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bool | bValidateOnSave | Whether it should validate assets on save inside the editor |
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TArray< FDirectoryPath > | ExcludedDirectories | Directories to ignore for data validation. Useful for test assets |
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TArray< FName > | SavedPackagesToValidate | List of saved package names to validate next frame |
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TMap< FString, TObjectPtr< UEditorValidatorBase > > | Validators |
Constructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
---|---|---|---|
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void | AddValidator
(
UEditorValidatorBase* InValidator |
Adds a validator to the list, making sure it is a unique instance |
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void | ||
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EDataValidationResult | IsAssetValid
(
const FAssetData& AssetData, |
|
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EDataValidationResult | IsObjectValid
(
UObject* InObject, |
|
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bool | IsPathExcludedFromValidation
(
const FString& Path |
|
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void | ||
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void | Handles validating all pending save packages | |
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int32 | ValidateAssetsWithSettings
(
const TArray< FAssetData >& AssetDataList, |
Called to validate assets from either the UI or a commandlet |
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void | ValidateChangelistPreSubmit
(
FSourceControlChangelistPtr Changelist, |
Validates changelist before SCC submit operation |
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void | ValidateOnSave
(
TArray< FAssetData > AssetDataList, |
Called to validate from an interactive save |
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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
Type | Name | Description | |
---|---|---|---|
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void | Deinitialize () |
Implement this for deinitialization of instances of the system |
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void | Initialize
(
FSubsystemCollectionBase& Collection |
Implement this for initialization of instances of the system |
Deprecated Functions
Type | Name | Description | |
---|---|---|---|
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int32 | ValidateAssets
(
TArray< FAssetData > AssetDataList, |
Use ValidateAssetsWithSettings instead |
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void | ValidateOnSave
(
TArray< FAssetData > AssetDataList |
Use version that takes bProceduralSave instead |
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void | ValidateSavedPackage
(
FName PackageName |
Use version that takes bProceduralSave instead |