Assume I want to validate data and log possible errors to the user using this method, I generate errors and log them to the user. He will need to change the values in order to get a clean blueprint compilation.
Is this possible at all? Is there any other method you recommend me to validate this information?
Regards
You could add a CheckForErrorsmethod to your actors, it will give you try to log any errors in the map check dialog so the user will then be able to act accordingly. In the engine source there a lot of exampleson how to use it, it’s fairly simple and super useful.
Alright, I managed to generate the errors for the UObjects, regardless there is no function to override (CheckForErrors). The way errors get generated is in the default constructor, would this be a proper and safe way to proceed?
I managed to get the errors loged in the Output Log, but it would also help to generate a Compile error in the blueprint, until all the messages are fixed, any recommendation?
How would you think about exposing the errors? You could also drive all error checking form an actor in your map to be able to make use of check method.