37 lines
1.2 KiB
C++
37 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "EditorValidatorBase.h"
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#include "EnhancedInputUserWidgetValidator.generated.h"
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class IAssetRegistry;
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class UWidgetBlueprint;
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/**
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* Validates Widget Blueprints that have any Enhanced Input
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* nodes in them to ensure that they have the correct "bAutomaticallyRegisterInputOnConstruction"
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* setting value.
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*
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* Widgets require bAutomaticallyRegisterInputOnConstruction to be true in order to
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* receive callbacks from Enhanced Input.
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*/
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UCLASS()
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class UEnhancedInputUserWidgetValidator : public UEditorValidatorBase
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{
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GENERATED_BODY()
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public:
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UEnhancedInputUserWidgetValidator() = default;
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protected:
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//~UEditorValidatorBase interface
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virtual bool CanValidateAsset_Implementation(const FAssetData& InAssetData, UObject* InAsset, FDataValidationContext& InContext) const override;
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virtual EDataValidationResult ValidateLoadedAsset_Implementation(const FAssetData& InAssetData, UObject* InAsset, FDataValidationContext& InContext) override;
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//~End of UEditorValidatorBase interface
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private:
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EDataValidationResult ValidateWidgetBlueprint(const FAssetData& InAssetData, const UWidgetBlueprint* InAsset, FDataValidationContext& InContext);
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}; |