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UnrealEngineUWP/Engine/Source/Developer/FunctionalTesting/Private/GroundTruthData.cpp

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// Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
Copying //UE4/Dev-Automation to //UE4/Dev-Main (Source: //UE4/Dev-Automation @ 3448586) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3383163 on 2017/04/06 by james.fox Enabling Overlap automation tests. Change 3387240 on 2017/04/10 by James.Fox Enabling ProcMesh automation tests. Made minor changes to in-level object names. Change 3397994 on 2017/04/18 by Nick.Darnell Automation - Adding some areas for future extension to allow transmission of data, and performance information between controller and client. The next step is to expose a way in blueprints, or via C++ to hook these events and send these messages. Change 3401903 on 2017/04/20 by samuel.proctor Test map for blueprint bitwise operators Change 3405592 on 2017/04/24 by Benjamin.Hyder Updated Roughness only example to be more visible in Decals test map Change 3405625 on 2017/04/24 by Benjamin.Hyder Re-Saving material in decals map to remove log spam Change 3406256 on 2017/04/24 by Mason.Seay Show Collision tests, with Ground Truth Screenshots Change 3410179 on 2017/04/26 by mason.seay Beginning of Math test map Change 3412646 on 2017/04/27 by mason.seay More math tests Change 3413556 on 2017/04/28 by Adric.Worley Add support for expected errors in automation tests Automation tests can now define expected errors/warnings that will not prevent the test from succeeding. If expected messages are not encountered, the test will fail. The intent is to allow unit tests to verify negative or error cases while keeping the test pass report green. It is not intended as an error suppression system. #tests new automation tests Change 3414217 on 2017/04/28 by mason.seay Wake Event functional test map Disabled Collision tests that still need review. Change 3414605 on 2017/04/28 by mason.seay Added more tests to Math map Change 3415806 on 2017/05/01 by Adric.Worley Suspend log parsing during tests with expected errors Electric Commander was failing successful test passes that have expected errors because of its log parsing. BenM added markers to temporarily disable error parsing in CL 3414237, which this implements usage of. #tests preflight Change 3416022 on 2017/05/01 by Mason.Seay Physics/ChildTransform tests Change 3420820 on 2017/05/03 by Nick.Darnell Automation - Allowing users to control the delay from the quick getter functions for Default Game/Rendering settings for screenshots. Avoids needing to add more delay nodes to your graph. Improving the Box Drop example to use the new delay options. The FunctionalTest actor now ticks even when the game is paused. Change 3422013 on 2017/05/03 by Nick.Darnell Automation - Adding an initial version of a ground truth storge mechanism that will only run in the editor. Users can use special runs of their tests to store the ground truth, then rewire things to then in the future read that ground truth. Added an example map showing the usage. Change 3422802 on 2017/05/04 by Nick.Darnell Automation - Fixing a crash in the curve asset actions that assumes there will always be import data. Change 3422803 on 2017/05/04 by Nick.Darnell Automation - Adding some comments to the ground truth function. Change 3423739 on 2017/05/04 by Nick.Darnell Automation - Introducing a way for people to provide Ground Truth for their tests. Change 3423768 on 2017/05/04 by Nick.Darnell Automation - GTD can no longer be modified on the build machine. Unchecking modifiable on the example GTD. Change 3425226 on 2017/05/05 by Nick.Darnell Automation - Fixing the FinishLoading code to only force shader compilation on platforms that don't require cooking. #jira UE-44669 Change 3428140 on 2017/05/08 by Ori.Cohen Added ground truth for scene query testing. Change 3441024 on 2017/05/16 by Nick.Darnell Automation - Ground truth pass, improving system based on feedback. Ditching the bCanModify, there's now a way to reset the data, and if it's been filled, you've got to reset it to save over it. Change 3443894 on 2017/05/17 by Nick.Darnell Automation - Automation tweaking some logging. Change 3446426 on 2017/05/18 by Nick.Darnell Automation - Adding additional logging and attempting to fix the warning on the build machine. Change 3447617 on 2017/05/18 by Nick.Darnell Automation - Found an issue with the automation system keeping an old map around if the names were similar enough, and one contained the entirety of the other map's name. This should fix the overlap warnings on the build machine. Also cleaned up several places in the functional test manager that looked like they could cause confusion and problems with cleaning them up. [CL 3449079 by Nick Darnell in Main branch]
2017-05-19 15:08:55 -04:00
#include "GroundTruthData.h"
#include "UObject/UnrealType.h"
#include "UObject/Package.h"
#include "Misc/PackageName.h"
#include "AssetData.h"
Copying //UE4/Dev-Automation to //UE4/Dev-Main (Source: //UE4/Dev-Automation @ 3448586) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3383163 on 2017/04/06 by james.fox Enabling Overlap automation tests. Change 3387240 on 2017/04/10 by James.Fox Enabling ProcMesh automation tests. Made minor changes to in-level object names. Change 3397994 on 2017/04/18 by Nick.Darnell Automation - Adding some areas for future extension to allow transmission of data, and performance information between controller and client. The next step is to expose a way in blueprints, or via C++ to hook these events and send these messages. Change 3401903 on 2017/04/20 by samuel.proctor Test map for blueprint bitwise operators Change 3405592 on 2017/04/24 by Benjamin.Hyder Updated Roughness only example to be more visible in Decals test map Change 3405625 on 2017/04/24 by Benjamin.Hyder Re-Saving material in decals map to remove log spam Change 3406256 on 2017/04/24 by Mason.Seay Show Collision tests, with Ground Truth Screenshots Change 3410179 on 2017/04/26 by mason.seay Beginning of Math test map Change 3412646 on 2017/04/27 by mason.seay More math tests Change 3413556 on 2017/04/28 by Adric.Worley Add support for expected errors in automation tests Automation tests can now define expected errors/warnings that will not prevent the test from succeeding. If expected messages are not encountered, the test will fail. The intent is to allow unit tests to verify negative or error cases while keeping the test pass report green. It is not intended as an error suppression system. #tests new automation tests Change 3414217 on 2017/04/28 by mason.seay Wake Event functional test map Disabled Collision tests that still need review. Change 3414605 on 2017/04/28 by mason.seay Added more tests to Math map Change 3415806 on 2017/05/01 by Adric.Worley Suspend log parsing during tests with expected errors Electric Commander was failing successful test passes that have expected errors because of its log parsing. BenM added markers to temporarily disable error parsing in CL 3414237, which this implements usage of. #tests preflight Change 3416022 on 2017/05/01 by Mason.Seay Physics/ChildTransform tests Change 3420820 on 2017/05/03 by Nick.Darnell Automation - Allowing users to control the delay from the quick getter functions for Default Game/Rendering settings for screenshots. Avoids needing to add more delay nodes to your graph. Improving the Box Drop example to use the new delay options. The FunctionalTest actor now ticks even when the game is paused. Change 3422013 on 2017/05/03 by Nick.Darnell Automation - Adding an initial version of a ground truth storge mechanism that will only run in the editor. Users can use special runs of their tests to store the ground truth, then rewire things to then in the future read that ground truth. Added an example map showing the usage. Change 3422802 on 2017/05/04 by Nick.Darnell Automation - Fixing a crash in the curve asset actions that assumes there will always be import data. Change 3422803 on 2017/05/04 by Nick.Darnell Automation - Adding some comments to the ground truth function. Change 3423739 on 2017/05/04 by Nick.Darnell Automation - Introducing a way for people to provide Ground Truth for their tests. Change 3423768 on 2017/05/04 by Nick.Darnell Automation - GTD can no longer be modified on the build machine. Unchecking modifiable on the example GTD. Change 3425226 on 2017/05/05 by Nick.Darnell Automation - Fixing the FinishLoading code to only force shader compilation on platforms that don't require cooking. #jira UE-44669 Change 3428140 on 2017/05/08 by Ori.Cohen Added ground truth for scene query testing. Change 3441024 on 2017/05/16 by Nick.Darnell Automation - Ground truth pass, improving system based on feedback. Ditching the bCanModify, there's now a way to reset the data, and if it's been filled, you've got to reset it to save over it. Change 3443894 on 2017/05/17 by Nick.Darnell Automation - Automation tweaking some logging. Change 3446426 on 2017/05/18 by Nick.Darnell Automation - Adding additional logging and attempting to fix the warning on the build machine. Change 3447617 on 2017/05/18 by Nick.Darnell Automation - Found an issue with the automation system keeping an old map around if the names were similar enough, and one contained the entirety of the other map's name. This should fix the overlap warnings on the build machine. Also cleaned up several places in the functional test manager that looked like they could cause confusion and problems with cleaning them up. [CL 3449079 by Nick Darnell in Main branch]
2017-05-19 15:08:55 -04:00
#if WITH_EDITOR
#include "ISourceControlModule.h"
#include "ISourceControlProvider.h"
Copying //UE4/Dev-Enterprise to //UE4/Dev-Main (Source: //UE4/Dev-Enterprise @ 3972172) #lockdown Nick.Penwarden #rb none ============================ MAJOR FEATURES & CHANGES ============================ Change 3821754 by Jamie.Dale [Python] Class property conversion now goes through NativizeClass/PythonizeClass This allows it to coerce from Python wrapped object types Change 3833107 by Patrick.Boutot Added functions to fill an existing DataTable from an existing CSV/JSON file. Change 3835044 by Aaron.Carlisle Exposure for asset_import_data (editor property) and it's functions: extract_filenames and get_first_filename. Change 3835466 by Patrick.Boutot Hide function from Python that need special compile command to be executed by the VM. Change 3839237 by Jamie.Dale Added a way to inspect the full chain of properties that are currently being serialized by an archive You used to only have access to the leaf-most property, and while you could use its outer chain to inspect other properties within the same object/struct, you couldn't always get the full chain (eg, if you had an object containing a struct). Change 3839974 by Jamie.Dale Make sure that SerializedProperty is copied correctly, as SetSerializedPropertyChain may set it to something else Change 3842311 by Jamie.Dale Fixing potential null level assert Change 3842313 by Jamie.Dale Updated settings editor to handle external properties Change 3842316 by Jamie.Dale Allowing a console command to be given to GEditor/GEngine even if there's a player CL# 1848982 said it was to prevent multiple execution of stat commands, however that no longer seems to be an issue. Change 3842867 by Jamie.Dale Added a way to generate diffs from editor transactions The notifications from these diffs are send to UObject::PostTransacted and FCoreUObjectDelegates::OnObjectTransacted. These notifications are typically generated when a transaction is "finalized", but can also be generated from "snapshots" (eg, to trap nodes being dragged in the world). They're also generated from normal undo/redo events. Change 3844428 by Patrick.Boutot Move the SetMaterial code from the StaticMeshEditor to StaticMesh to be reusable by script. Change 3845966 by Jamie.Dale Added support for minimal game RPC worlds These can be created in the editor and engine and exist to allow RPC communication via Unreal Networking in a way that is sandboxed from any other worlds that may be loaded (like the main game world) Change 3848844 by Patrick.Boutot Expose EComponentMobility to blueprint. Change 3854616 by Patrick.Boutot Add Custom way time step the engine loop. Will be used by the Synchronization of media for enterprise. Change 3856650 by Jamie.Dale Fixed a bug where transaction finalization could miss changes since the last snapshot Change 3864951 by Patrick.Boutot Fix ghost asset in Content Browser when an asset is added and renamed before the RecentlyAddedAssets list had a chance to be processed. Change 3867158 by JeanMichel.Dignard UBT - Added the ability for dll programs to export symbols. #jira UEENT-541 Change 3872342 by Jamie.Dale Merging static analysis fixes from 4.19 Change 3879305 by Jamie.Dale Improved the processing of py files from exec commands The old logic used to just test if the entire command was a .py file. The new logic extracts out the first token and sees if that's a .py file, and if it is, treats the remaining data as extra arguments. Change 3879306 by Jamie.Dale Added a minimal commandlet for invoking Python scripts Change 3881631 by Jamie.Dale Added basic RTTI to Python meta-data types Change 3885384 by Jamie.Dale [Python] Prevent glue code using reserved names Change 3888957 by Patrick.Boutot In MediaPlayer, only create a PlayerFacade & Playlist when it's not a ClassDefaultObject. The MediaPlayerFacade is a MediaTickable. That trigger the tick thread to be awake even if there is no Media playing. Change 3888961 by Patrick.Boutot Fix FInterval::IsValid return type. Change 3888980 by Patrick.Boutot Modification to Media and MediaAsset to support MediaSmith. The TInterval<int64> will be changed into TTinterval<FTimespan> UEENT-947. MediaSampleQueue's critical section will be change into an atomic operation UEENT-948. Change 3889165 by Patrick.Boutot Fix build. Missing include for Timespan. Introduce with CL 3888980. Change 3889261 by Jamie.Dale [Python] Fixing some more name conflicts in generated code Change 3889504 by Darren.Pegg Add option to change PreferredPixelFormat Change 3891193 by Patrick.Boutot Fix build. Missing include for Interval. Introduce with CL 3888980. Change 3897108 by Patrick.Boutot TTinterval use it own traits. Create a Interval traits for Timespan. #jira UEENT-947 Change 3899669 by Jamie.Dale Fixed Functions sometimes being exposed to Python as if they were Structs Change 3900692 by Jamie.Dale Removed some boilerplate associated with wrapping a basic type to Python You can now derive from TPyWrapperBasic to wrap a type that is simply a value copied into Python (see FPyWrapperName and FPyWrapperText for an example) Change 3901066 by conan.reis UE4 editor script bindings (Cobra) and helper functions for version control - exposed SourceControl class with common source control methods and associated SourceControlState structure - commands have smart file strings that can convert from any of fully qualified path, relative path, long package name, asset path or export text path (often stored on clipboard) - commands store any errors in a shared error text object which is optionally printed to the error log - renamed some calls across the UE4 codebase to USourceControlHelpers::CheckOutOrAddFile() from USourceControlHelpers::CheckOutFile() - included Python test script for source control commands including that auto-creates test files as needed and passes various types of files to test as command line arguments. Any unexpected results displays error messages. Change 3901388 by Jamie.Dale Minimal Slate hooks for Python Change 3901456 by Jamie.Dale Added missing file Change 3901549 by Jamie.Dale Removing some more Windows defines that were causing build issues Change 3904518 by conan.reis Source Control - ensured that "check if modified" flag is set whenver getting source control state in USourceControlHelpers::QueryFileState() which was needed when using Perforce source control provider Change 3905612 by Francis.Hurteau Optimize RemoveDuplicates somewhat using a TSet #jira UEENT-217 Change 3912626 by Jamie.Dale Fixed ShouldExcludeDerivedClasses option not working RecursiveClassesExclusionSet requires a base ClassNames entry to operate on when filtering. Change 3917739 by Jamie.Dale Output Log suggestions list is now clamped to the work area width of the monitor that hosts the widget Change 3917744 by Jamie.Dale Changed generated code to reference the UProperty and UFunction directly, rather than constantly look them up by name Names were originally used because UHT couldn't access the objects when it registered the glue code, but now that we generate at runtime via reflection, we already have the relevant objects available, and caching them the glue structs helps performance at both generation time and runtime. Change 3918832 by Jamie.Dale Removed field iteration from Python function calls We now cache the input and output parameters for all function calls (methods, get/set, and delegates) and use this rather than iterate the struct fields. Change 3920648 by Patrick.Boutot Remove the bottom right part of the windows border of the grabbed frame when in the editor. Tested in the standalone, windowed and full screen. Add option to request a FlushOnDraw on the viewport. Flushing in SDI output flow decreases the performance by ~10ms. SDI output is synchronized and the engine tick follows that synchronization. Change 3921396 by Jamie.Dale Split up the generated type data to correspond to the type being wrapped A lot of types can just use the minimal set, but classes and structs have some extra data. Change 3921619 by conan.reis - add delegate to FSourceControlWindows::ChoosePackagesToCheckin() that gives info for result, result description, files added, files checked in and flag indicating whether files were checked out again. - also added result info to FSourceControlWindows::PromptForCheckin() #jira UE-55255 Change 3921624 by conan.reis Removed Source Control common files from pre compiled header - main changes are in UnrealEdPrivatePCH.h, UnrealEdSharedPCH.h, SouceControlWindows.h and the added SouceControlWindows.cpp - remaining files have includes changed to accomodate Change 3921958 by conan.reis Fix attempt for incude file dependency needed by some build configurations (likely PCH disabled) caused by CL3921619 Change 3922740 by conan.reis Included SourceControlOperations.h and SourceControlHelpers.h back in ISourceControlProvider.h though it does not need them since other files that were including ISourceControlProvider.h have come to expect their inclusion. They were previously removed in CL3921624 Change 3923375 by Jamie.Dale Added optimized FString <-> icu::UnicodeString conversion for platforms using UTF-16 native strings Change 3926547 by Jamie.Dale Added support for struct method "hoisting" This allows you to tag a helper function that takes a struct as its first argument with the ScriptMethod meta-data (optionally providing a new name) to "hoist" that helper function to be a method of the struct it operates on when wrapped for Python. Change 3927050 by conan.reis Source control - ensured that ISourceControlProvider::Execute(FConnect, EConcurrency, FSourceControlOperationComplete) delegate is called on initial connection even if it fails immediately. Modified Perforce, Git and Subversion source control providers #JIRA UE-55256 Change 3929268 by conan.reis - fixed case in Perforce source control code where the server available flag was set even when the server was not successfully connected - removed Perforce error message about file folders outside of the workspace client mappings - clarified comments for ISourceControlProvider::IsEnabled() and ISourceControlModule::IsEnabled() #JIRA UE-55254 Change 3931024 by Rex.Hill Expose FBX and Texture import to python Change 3931273 by Rex.Hill Hide re-import slate notification pop-up during python automated asset import Change 3931368 by Jamie.Dale Stopped bools coercing to numeric types in Python nativization Change 3931374 by Jamie.Dale Added support for struct math operator "hoisting" This allows you to tag a helper function that takes a struct as its first argument with the ScriptMathOp meta-data (providing a potentially semi-colon separated list of operators to map to) to "hoist" that helper function to be a math operator of the struct it operates on when wrapped for Python. Change 3932586 by Rex.Hill Removed file read into unused memory buffer during Fbx import Change 3934308 by Jamie.Dale Added a public interface for the Python plugin Very basic, just lets you query if Python is compiled in, and lets you execute Python commands like you would via the Output Log. Change 3935088 by conan.reis - Added info/warning and error message storage to all the source control operation structures so additional information can be made available. - Added ISourceControlOperation::GetResultInfo() which returns the modified control structures (mentioned above) with appended info/warning messages and error messages and implemented its use in all source control operations in Perforce, Git and Subversion. #JIRA UE-55257 Change 3936668 by Rex.Hill #jira UE-55985 Avoid re-allocation of memory buffer holding file bytes during asset import Change 3940596 by Rex.Hill #jira UE-55989 Optimize skeletal mesh import performance scaling Overlapping vertex check was O (N^2) 100k vertex mesh took ~15 seconds to perform overlap step now takes 0.023 seconds Change 3942629 by Rex.Hill #jira UE-55995 Read fbx file only once during import Fixes a memory leak of FbxScene and reduces wait time during import. Change 3942884 by Rex.Hill Python asset import can now customize destination asset name Change 3946278 by Jamie.Dale Added stricter conversion for math operator arguments PyConversion now returns FPyConversionResult rather than bool, which will tell you not only whether a conversion succeeded or failed, but also whether type coercion was applied during the conversion. This allows the operator stack evaluation to run a first pass looking for an exact argument match, before falling back to a coerced match if available. This allows operators to apply correctly to coerced types (eg, int vs float overloads). Change 3948455 by Jamie.Dale Added generic Tick function to FPythonScriptPlugin This can also handle init logic for after the engine is fully initialized Change 3948888 by Jamie.Dale Added settings for the Python plugin You can now define start-up scripts to execute once the engine is initialized, additional system paths for Python, and whether you want to enable developer mode (which will enable things like deprecation warnings). Change 3948982 by Jamie.Dale Fixed Python 3 build error caused by CObject being removed in Python 3.2 Change 3949614 by Francis.Hurteau Create a camera cut track from the camera switcher camera index animation curve when importing a fbx in sequencer #jira UEENT-1053 Change 3950829 by Rex.Hill Update error message to be more specific when ENGINE_API keyword is found before 'static' keyword for a UFUNCTION Change 3953452 by Jamie.Dale Fixed some dependencies Change 3953645 by Jamie.Dale Fixed Python parameter packing treating bool output paramers as potential return values void GetState(bool& OutState) would have previously triggered the code for packing output for a function that returns a bool. Change 3953850 by Jamie.Dale Fixed doc string generation for a function with multiple output paramters and no return value Change 3954279 by Jamie.Dale Initial support for exposing deprecated properties and functions to Python This handles properties and functions that are directly deprecated. We still need to handle the cases where they're renamed and a redirector is left. Change 3954922 by Rex.Hill Expose UnloadPackages to python Change 3955209 by Jamie.Dale Initial support for exposing deprecated classes to Python Change 3955248 by Jamie.Dale Added a way to load Unreal modules via Python unreal.load_module("modulename") Change 3955561 by Rex.Hill Expose asset export to python Change 3956068 by Rex.Hill Linux compile fix. Change 3960449 by Rex.Hill Fix automated test using bCombineMeshes Change 3960495 by Patrick.Boutot Add a temporary menu to show the MetaData of an asset. The menu will need to be updated to have a look and feel of the Detail View and support edition at one point. Change 3961599 by Rex.Hill Reduced peak memory during import of meshes related to duplicate vertex tracking Change 3962104 by Rex.Hill Disable import mesh overlapping corners memory optimization to because it can change uv generation Change 3962507 by Rex.Hill Fix uv generation Change 3965285 by Rex.Hill Add support for FBX export as ASCII #jira UE-56465 Change 3965287 by Rex.Hill Forgotten file, fbx export as ascii Change 3966772 by Simon.Tourangeau Fix MaterialExpressionFunctions for ExternalTexture support Change 3967014 by Jamie.Dale Added a way to get the CDO in Python Wrapped objects now have a get_default_object class method Change 3967151 by Jamie.Dale Added stats to track Python generation time Change 3968006 by Simon.Therriault Media Samples - Removed Locks and Min/Max SampleTime from queues - Added methods to fetch NextSampleTime and SampleCount in queues - Added MediaSource base class for players that want to be time synchronized #jira UEENT-948 Change 3969119 by Patrick.Boutot Add delay functionnality to MediaPlayer to delay the frame by some time. It will allow more than one player to be start at the same time, played at the same frame but offset in relation to each other. [CL 3972277 by Simon Tourangeau in Main branch]
2018-03-29 13:32:35 -04:00
#include "SourceControlOperations.h"
#include "SourceControlHelpers.h"
Copying //UE4/Dev-Automation to //UE4/Dev-Main (Source: //UE4/Dev-Automation @ 3448586) #lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3383163 on 2017/04/06 by james.fox Enabling Overlap automation tests. Change 3387240 on 2017/04/10 by James.Fox Enabling ProcMesh automation tests. Made minor changes to in-level object names. Change 3397994 on 2017/04/18 by Nick.Darnell Automation - Adding some areas for future extension to allow transmission of data, and performance information between controller and client. The next step is to expose a way in blueprints, or via C++ to hook these events and send these messages. Change 3401903 on 2017/04/20 by samuel.proctor Test map for blueprint bitwise operators Change 3405592 on 2017/04/24 by Benjamin.Hyder Updated Roughness only example to be more visible in Decals test map Change 3405625 on 2017/04/24 by Benjamin.Hyder Re-Saving material in decals map to remove log spam Change 3406256 on 2017/04/24 by Mason.Seay Show Collision tests, with Ground Truth Screenshots Change 3410179 on 2017/04/26 by mason.seay Beginning of Math test map Change 3412646 on 2017/04/27 by mason.seay More math tests Change 3413556 on 2017/04/28 by Adric.Worley Add support for expected errors in automation tests Automation tests can now define expected errors/warnings that will not prevent the test from succeeding. If expected messages are not encountered, the test will fail. The intent is to allow unit tests to verify negative or error cases while keeping the test pass report green. It is not intended as an error suppression system. #tests new automation tests Change 3414217 on 2017/04/28 by mason.seay Wake Event functional test map Disabled Collision tests that still need review. Change 3414605 on 2017/04/28 by mason.seay Added more tests to Math map Change 3415806 on 2017/05/01 by Adric.Worley Suspend log parsing during tests with expected errors Electric Commander was failing successful test passes that have expected errors because of its log parsing. BenM added markers to temporarily disable error parsing in CL 3414237, which this implements usage of. #tests preflight Change 3416022 on 2017/05/01 by Mason.Seay Physics/ChildTransform tests Change 3420820 on 2017/05/03 by Nick.Darnell Automation - Allowing users to control the delay from the quick getter functions for Default Game/Rendering settings for screenshots. Avoids needing to add more delay nodes to your graph. Improving the Box Drop example to use the new delay options. The FunctionalTest actor now ticks even when the game is paused. Change 3422013 on 2017/05/03 by Nick.Darnell Automation - Adding an initial version of a ground truth storge mechanism that will only run in the editor. Users can use special runs of their tests to store the ground truth, then rewire things to then in the future read that ground truth. Added an example map showing the usage. Change 3422802 on 2017/05/04 by Nick.Darnell Automation - Fixing a crash in the curve asset actions that assumes there will always be import data. Change 3422803 on 2017/05/04 by Nick.Darnell Automation - Adding some comments to the ground truth function. Change 3423739 on 2017/05/04 by Nick.Darnell Automation - Introducing a way for people to provide Ground Truth for their tests. Change 3423768 on 2017/05/04 by Nick.Darnell Automation - GTD can no longer be modified on the build machine. Unchecking modifiable on the example GTD. Change 3425226 on 2017/05/05 by Nick.Darnell Automation - Fixing the FinishLoading code to only force shader compilation on platforms that don't require cooking. #jira UE-44669 Change 3428140 on 2017/05/08 by Ori.Cohen Added ground truth for scene query testing. Change 3441024 on 2017/05/16 by Nick.Darnell Automation - Ground truth pass, improving system based on feedback. Ditching the bCanModify, there's now a way to reset the data, and if it's been filled, you've got to reset it to save over it. Change 3443894 on 2017/05/17 by Nick.Darnell Automation - Automation tweaking some logging. Change 3446426 on 2017/05/18 by Nick.Darnell Automation - Adding additional logging and attempting to fix the warning on the build machine. Change 3447617 on 2017/05/18 by Nick.Darnell Automation - Found an issue with the automation system keeping an old map around if the names were similar enough, and one contained the entirety of the other map's name. This should fix the overlap warnings on the build machine. Also cleaned up several places in the functional test manager that looked like they could cause confusion and problems with cleaning them up. [CL 3449079 by Nick Darnell in Main branch]
2017-05-19 15:08:55 -04:00
#endif
DEFINE_LOG_CATEGORY_STATIC(GroundTruthLog, Log, Log)
UGroundTruthData::UGroundTruthData()
: bResetGroundTruth(false)
{
}
bool UGroundTruthData::CanModify() const
{
return ObjectData == nullptr;
}
UObject* UGroundTruthData::LoadObject()
{
UE_LOG(GroundTruthLog, Log, TEXT("Loaded Ground Truth, '%s'."), *GetPathName());
return ObjectData;
}
void UGroundTruthData::SaveObject(UObject* GroundTruth)
{
FAssetData GroundTruthAssetData(this);
UPackage* GroundTruthPackage = GetOutermost();
FString GroundTruthPackageName = GroundTruthAssetData.PackageName.ToString();
#if WITH_EDITOR
if (!CanModify())
{
UE_LOG(GroundTruthLog, Warning, TEXT("Ground Truth, '%s' already set, unable to save changes. Open and use bResetGroundTruth to reset the ground truth."), *GroundTruthPackageName);
return;
}
if (GroundTruth == nullptr)
{
UE_LOG(GroundTruthLog, Error, TEXT("Ground Truth, '%s' can not store a null object."), *GroundTruthPackageName);
return;
}
if (GIsBuildMachine)
{
UE_LOG(GroundTruthLog, Error, TEXT("Ground Truth, '%s' can not be modified on the build machine."), *GroundTruthPackageName);
return;
}
if (ISourceControlModule::Get().IsEnabled())
{
ISourceControlProvider& SourceControlProvider = ISourceControlModule::Get().GetProvider();
SourceControlProvider.Execute(ISourceControlOperation::Create<FMarkForAdd>(), GroundTruthPackage);
SourceControlProvider.Execute(ISourceControlOperation::Create<FCheckOut>(), GroundTruthPackage);
}
ObjectData = GroundTruth;
GroundTruth->Rename(nullptr, this);
MarkPackageDirty();
if (!UPackage::SavePackage(GroundTruthPackage, NULL, RF_Standalone, *FPackageName::LongPackageNameToFilename(GroundTruthPackageName, FPackageName::GetAssetPackageExtension()), GError, nullptr, false, true, SAVE_NoError))
{
UE_LOG(GroundTruthLog, Error, TEXT("Failed to save ground truth data! %s"), *GroundTruthPackageName);
}
UE_LOG(GroundTruthLog, Log, TEXT("Saved Ground Truth, '%s'."), *GroundTruthPackageName);
#else
UE_LOG(GroundTruthLog, Error, TEXT("Can't save ground truth data outside of the editor, '%s'."), *GroundTruthPackageName);
#endif
}
#if WITH_EDITOR
void UGroundTruthData::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
if (PropertyChangedEvent.GetPropertyName() == GET_MEMBER_NAME_CHECKED(UGroundTruthData, bResetGroundTruth))
{
bResetGroundTruth = false;
if (ObjectData)
{
ObjectData->Rename(nullptr, GetTransientPackage());
ObjectData = nullptr;
}
MarkPackageDirty();
}
}
#endif