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API > API/Plugins > API/Plugins/GameplayAbilities > API/Plugins/GameplayAbilities/UGameplayEffectComponent
- UObject::IsDataValid()
- UGameplayEffectComponent::IsDataValid()
- UAbilitiesGameplayEffectComponent::IsDataValid()
- UAdditionalEffectsGameplayEffectComponent::IsDataValid()
- UBlockAbilityTagsGameplayEffectComponent::IsDataValid()
- UImmunityGameplayEffectComponent::IsDataValid()
- URemoveOtherGameplayEffectComponent::IsDataValid()
- UTargetTagRequirementsGameplayEffectComponent::IsDataValid()
- UTargetTagsGameplayEffectComponent::IsDataValid()
References
| Module | GameplayAbilities |
| Header | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Public/GameplayEffectComponent.h |
| Include | #include "GameplayEffectComponent.h" |
| Source | /Engine/Plugins/Runtime/GameplayAbilities/Source/GameplayAbilities/Private/GameplayEffectComponent.cpp |
virtual EDataValidationResult IsDataValid
(
class FDataValidationContext & Context
) const
Remarks
Allow each Gameplay Effect Component to validate its own data. Any warnings/errors will immediately show up in the Gameplay Effect when in Editor. The default implementation ensures we only have a single type of any given class. Override this function to change that functionality and use Super::Super::IsDataValid if needed.