// © 2024 Long Ly. All rights reserved. Any unauthorized use, reproduction, or distribution of this trademark is strictly prohibited and may result in legal action. #include "DataAssets/OLSExperienceActionSetDataAsset.h" #if WITH_EDITOR #include "Misc/DataValidation.h" #endif #include "GameFeatureAction.h" #include UE_INLINE_GENERATED_CPP_BY_NAME(OLSExperienceActionSetDataAsset) #define LOCTEXT_NAMESPACE "OLSSystem" #if WITH_EDITOR EDataValidationResult UOLSExperienceActionSetDataAsset::IsDataValid(FDataValidationContext& context) const { EDataValidationResult result = CombineDataValidationResults(Super::IsDataValid(context), EDataValidationResult::Valid); int32 entryIndex = 0; for (const UGameFeatureAction* action : Actions) { if (action) { EDataValidationResult ChildResult = action->IsDataValid(context); result = CombineDataValidationResults(result, ChildResult); } else { result = EDataValidationResult::Invalid; context.AddError(FText::Format(LOCTEXT("ActionEntryIsNull", "Null entry at index {0} in Actions"), FText::AsNumber(entryIndex))); } ++entryIndex; } return result; } #endif #if WITH_EDITORONLY_DATA void UOLSExperienceActionSetDataAsset::UpdateAssetBundleData() { Super::UpdateAssetBundleData(); for (UGameFeatureAction* action : Actions) { if (action) { action->AddAdditionalAssetBundleData(AssetBundleData); } } } #endif // WITH_EDITORONLY_DATA #undef LOCTEXT_NAMESPACE