Validating Blueprints' Content in Unreal

Last week, a client hit me with a seemingly simple request in Unreal. Validating texture size and tri count is nice, but some of our blueprints have complicated setup, and we must ensure that they are setup right. The problem is as follows: imagine you created a Blueprint class in the editor, called GizmoBase . You then inherit from this Blueprint to create specialized Gizmos like GizmoFoo and…