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Unreal Engine C++ API Reference > Developer > FunctionalTesting
Inheritance Hierarchy
References
Module | FunctionalTesting |
Header | /Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTestingManager.h |
Include | #include "FunctionalTestingManager.h" |
Syntax
class UFunctionalTestingManager : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)
Variables
Type | Name | Description |
---|---|---|
TArray< TObject... | AllTests | |
bool | bFinished | |
bool | bInitialDelayApplied | |
bool | bIsRunning | |
bool | bIsTearingDown | |
bool | bLooped | |
uint32 | CurrentIteration | |
FFunctionalTest... | OnSetupTests | |
FFunctionalTest... | OnTestsBegin | |
FFunctionalTest... | OnTestsComplete | |
FString | StartingReproString | FString GatheredFailedTestsReproString;. |
FFunctionalTest... | TestFinishedObserver | |
TArray< FString... | TestReproStrings | |
TArray< TObject... | TestsLeft |
Constructors
Type | Name | Description |
---|---|---|
UFunctionalTestingManager ( const FObjectInitializer& ObjectIn... ) |
Functions
Type | Name | Description |
---|---|---|
void | AllTestsDone () | |
UFunctionalT... | GetManager ( UObject* WorldContext ) | |
UWorld * | GetWorld () | |
bool | IsFinished () | |
bool | IsLooped () | |
bool | IsRunning () | |
void | NotifyTestDone ( AFunctionalTest* FTest ) | |
void | OnTestDone ( AFunctionalTest* FTest ) | |
void | OnWorldCleanedUp ( UWorld* World, bool bSessionEnded, bool bCleanupResources ) | |
bool | RunAllFunctionalTests ( UObject* WorldContextObject, bool bNewLog, bool bRunLooped, FString FailedTestsReproString ) | Triggers in sequence all functional tests found on the level. |
bool | RunFirstValidTest () | |
void | SetLooped ( const bool bNewLooped ) | |
void | SetReproString ( FString ReproString ) | |
void | SetUpTests () | |
void | TickMe ( float DeltaTime ) | |
void | TriggerFirstValidTest () |