Hi, I noticed this code in the BlueprintEditor::Compile, and wondering if part of this can be used to log some errors from UObjects
FCompilerResultsLog LogResults; LogResults.bLogDetailedResults = GetDefault<UBlueprintEditorSettings>()->bShowDetailedCompileResults; LogResults.EventDisplayThresholdMs = GetDefault<UBlueprintEditorSettings>()->CompileEventDisplayThresholdMs; FKismetEditorUtilities::CompileBlueprint(BlueprintObj, false, false, bSaveIntermediateBuildProducts, &LogResults);
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?