unreal.EditorValidatorSubsystem?

class unreal.EditorValidatorSubsystem(outer=None, name='None')?

Bases: unreal.EditorSubsystem

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.

C++ Source:

  • Plugin: DataValidation
  • Module: DataValidation
  • File: EditorValidatorSubsystem.h

Editor Properties: (see get_editor_property/set_editor_property)

  • validate_on_save (bool): [Read-Write] Whether it should validate assets on save inside the editor deprecated: Use bValidateOnSave on UDataValidationSettings instead.
add_validator(validator) → None?
  • Adds a validator to the list, making sure it is a unique instance
Parameters:validator (EditorValidatorBase) –
is_asset_valid() -> (DataValidationResult, asset_data=AssetData, validation_errors=Array(Text), validation_warnings=Array(Text))?
Returns:Returns Valid if the object pointed to by AssetData contains valid data; returns Invalid if the object contains invalid data or does not exist; returns NotValidated if no validations was performed on the object

asset_data (AssetData):

validation_errors (Array(Text)):

validation_warnings (Array(Text)):

Return type:tuple
is_object_valid(object) -> (DataValidationResult, validation_errors=Array(Text), validation_warnings=Array(Text))?
Parameters:object (Object) –
Returns:Returns Valid if the object contains valid data; returns Invalid if the object contains invalid data; returns NotValidated if no validations was performed on the object

validation_errors (Array(Text)):

validation_warnings (Array(Text)):

Return type:tuple
validate_assets(asset_data_list, skip_excluded_directories=True, show_if_no_failures=True) → int32?

Called to validate assets from either the UI or a commandlet

Parameters:
  • asset_data_list (Array(AssetData)) –
  • skip_excluded_directories (bool) – If true, will not validate files in excluded directories
  • show_if_no_failures (bool) – If true, will add notifications for files with no validation and display even if everything passes
Returns:

Number of assets with validation failures

Return type:

int32

validate_on_save?

(bool) – [Read-Write] Whether it should validate assets on save inside the editor deprecated: Use bValidateOnSave on UDataValidationSettings instead.