UAutomationBlueprintFunctionLibrary

Unreal Engine C++ API Reference > Developer > FunctionalTesting

Inheritance Hierarchy

References

   
Module FunctionalTesting
Header /Engine/Source/Developer/FunctionalTesting/Public/AutomationBlueprintFunctionLibrary.h
Include #include "AutomationBlueprintFunctionLibrary.h"

Syntax

class UAutomationBlueprintFunctionLibrary : public [UBlueprintFunctionLibrary](API\Runtime\Engine\Kismet\UBlueprintFunctionLibrary)  

Constructors

Type Name Description
  UAutomationBlueprintFunctionLibrary ( const FObjectInitializer& ObjectIn... )  

Functions

Type Name Description
void AddExpectedLogError ( FString ExpectedPatternString, int32 Occurrences, bool ExactMatch ) Mute the report of log error and warning matching a pattern during an automated test
void AddTestTelemetryData ( FString DataPoint, float Measurement, FString Context ) Add Telemetry data to currently running automated test.
bool AreAutomatedTestsRunning () Lets you know if any automated tests are running, or are about to run and the automation system is spinning up tests.
void AutomationWaitForLoading ( UObject* WorldContextObject, FLatentActionInfo LatentInfo, FAutomationWaitForLoadingOptions Op... )  
FAutomationS... BuildScreenshotData ( const FString& MapOrContext, const FString& ScreenShotName, int32 Width, int32 Height )  
FAutomationS... BuildScreenshotData ( UWorld* InWorld, const FString& ScreenShotName, int32 Width, int32 Height )  
bool CompareImageAgainstReference ( FString ImageFilePath, FString ComparisonName, EComparisonTolerance ComparisonTole..., FString ComparisonNotes, UObject* WorldContextObject ) Request image comparison.
void DisableStatGroup ( UObject* WorldContextObject, FName GroupName )  
void EnableStatGroup ( UObject* WorldContextObject, FName GroupName )  
void FinishLoadingBeforeScreenshot ()  
FIntPoint GetAutomationScreenshotSize ( const FAutomationScreenshotOptions ... )  
FAutomationS... GetDefaultScreenshotOptionsForGameplay ( EComparisonTolerance Tolerance, float Delay )  
FAutomationS... GetDefaultScreenshotOptionsForRendering ( EComparisonTolerance Tolerance, float Delay )  
float GetStatCallCount ( FName StatName )  
float GetStatExcAverage ( FName StatName )  
float GetStatExcMax ( FName StatName )  
float GetStatIncAverage ( FName StatName )  
float GetStatIncMax ( FName StatName )  
void SetEditorViewportViewMode ( EViewModeIndex Index ) Sets all viewports of the first found level editor to have the given ViewMode (Lit/Unlit/etc.)
void SetEditorViewportVisualizeBuffer ( FName BufferName ) Sets all viewports of the first found level editor to have the VisualizeBuffer ViewMode and also display a given buffer (BaseColor/Metallic/Roughness/etc.)
void SetScalabilityQualityLevelRelativeToMax ( UObject* WorldContextObject, int32 Value ) Sets all other settings based on an overall value
void SetScalabilityQualityToEpic ( UObject* WorldContextObject )  
void SetScalabilityQualityToLow ( UObject* WorldContextObject )  
void SetTestTelemetryStorage ( FString StorageName ) Set Telemetry data storage name of currently running automated test.
void TakeAutomationScreenshot ( UObject* WorldContextObject, FLatentActionInfo LatentInfo, const FString& Name, const FString& Notes, const FAutomationScreenshotOptions ... ) Takes a screenshot of the game's viewport. Does not capture any UI.
void TakeAutomationScreenshotAtCamera ( UObject* WorldContextObject, FLatentActionInfo LatentInfo, ACameraActor* Camera, const FString& NameOverride, const FString& Notes, const FAutomationScreenshotOptions ... ) Takes a screenshot of the game's viewport, from a particular camera actors POV.
bool TakeAutomationScreenshotInternal ( UObject* WorldContextObject, const FString& ScreenShotName, const FString& Notes, FAutomationScreenshotOptions Option... )  
void TakeAutomationScreenshotOfUI ( UObject* WorldContextObject, FLatentActionInfo LatentInfo, const FString& Name, const FAutomationScreenshotOptions ... )  
bool TakeAutomationScreenshotOfUI_Immediate ( UObject* WorldContextObject, const FString& Name, const FAutomationScreenshotOptions ... )  
UAutomationE... TakeHighResScreenshot ( int32 ResX, int32 ResY, FString Filename, ACameraActor* Camera, bool bMaskEnabled, bool bCaptureHDR, EComparisonTolerance ComparisonTole..., FString ComparisonNotes, float Delay ) Take high res screenshot in editor.

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