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Validates that localized assets (within the L10N folder) conform to a corresponding source asset of the correct type. Localized assets that fail this validation will never be loaded as localized variants at runtime.
| Name | UEditorValidator_Localization |
| Type | class |
| Header File | /Engine/Plugins/Editor/DataValidation/Source/DataValidation/Public/EditorValidator_Localization.h |
| Include Path | #include "EditorValidator_Localization.h" |
Syntax
UCLASS (MinimalAPI)
class UEditorValidator_Localization : public UEditorValidatorBase
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UEditorValidatorBase → UEditorValidator_Localization
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UEditorValidator_Localization() |
EditorValidator_Localization.h |
Functions
Public
Protected
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| EditorValidator_Localization.h |
Overridden from UEditorValidatorBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual bool CanValidateAsset_Implementation
(
const FAssetData& InAssetData, |
Override this to determine whether or not you can use this validator given this context. | EditorValidator_Localization.h | |
virtual EDataValidationResult ValidateLoadedAsset_Implementation
(
const FAssetData& InAssetData, |
Override this to validate in C++ with access to FDataValidationContext | EditorValidator_Localization.h |