// Copyright Epic Games, Inc. All Rights Reserved. #include "LyraExperienceActionSet.h" #include "GameFeatureAction.h" #define LOCTEXT_NAMESPACE "LyraSystem" ULyraExperienceActionSet::ULyraExperienceActionSet() { } #if WITH_EDITOR EDataValidationResult ULyraExperienceActionSet::IsDataValid(TArray& ValidationErrors) { EDataValidationResult Result = CombineDataValidationResults(Super::IsDataValid(ValidationErrors), EDataValidationResult::Valid); int32 EntryIndex = 0; for (UGameFeatureAction* Action : Actions) { if (Action) { EDataValidationResult ChildResult = Action->IsDataValid(ValidationErrors); Result = CombineDataValidationResults(Result, ChildResult); } else { Result = EDataValidationResult::Invalid; ValidationErrors.Add(FText::Format(LOCTEXT("ActionEntryIsNull", "Null entry at index {0} in Actions"), FText::AsNumber(EntryIndex))); } ++EntryIndex; } return Result; } #endif #if WITH_EDITORONLY_DATA void ULyraExperienceActionSet::UpdateAssetBundleData() { Super::UpdateAssetBundleData(); for (UGameFeatureAction* Action : Actions) { if (Action) { Action->AddAdditionalAssetBundleData(AssetBundleData); } } } #endif // WITH_EDITORONLY_DATA #undef LOCTEXT_NAMESPACE