Commit Graph

16 Commits

Author SHA1 Message Date
Richard TalbotWatkin
36e63cd46d Various fixes for in-game / in-editor screenshot.
#jira UE-14213 - Using the command "highresshot" will corrupt future screenshots until game is relaunched

Summary of changes:
- Editor now no longer relies on the delegate registered by the AutomationWorkerModule to save the image as a .png.
- Removed the OnPNGScreenshotCaptured delegate as it was only being used by the AutomationWorkerModule, and made .png the default format for saving screenshots.
- AutomationWorkerModule registers a HandlePreTestingEvent and HandlePostTestingEvent with the AutomationTestFramework, whose purpose is to hook in to the UGameViewportClient::OnScreenshotCaptured delegate, to override the default screenshot capture behaviour.
- Removed one of the FScreenshotRequest::RequestScreenshot implementations and united the funcionality to be able to specify whether the UI should be captured, and whether a unique filename suffix should be added to the supplied name.

[CL 2528072 by Richard TalbotWatkin in Main branch]
2015-04-28 02:55:47 -04:00
Justin Hair
87870af80d The game mode can often be too quick with the asset registry. So if the asset registry is not running when the automation worker initializes then we just go ahead, cue up the tests and run 'em.
[CL 2487833 by Justin Hair in Main branch]
2015-03-23 10:58:35 -04:00
Peter Sauerbrei
cb84fea739 fix for IOS Monolithic build
#ios

[CL 2483341 by Peter Sauerbrei in Main branch]
2015-03-18 14:14:39 -04:00
Justin Hair
c07b436013 Tests ran using -automationtests= will now run after the asset registry has finished loading. This does mean that on some larger projects the tests may take longer before starting. This is better than not testing them at all which was the case previously.
UnrealEngine.cpp - removed the automationtests commandline arguments from being added to the deferredcommands array.
AutomationWorkerModules - When initailized the commandlines are added to the new deferredautomationcommands array.  Wrote a function to exectue the commands.  Bound the function to the asset registry delegate that gets called when the the registry is done loading.

[CL 2483033 by Justin Hair in Main branch]
2015-03-18 10:26:17 -04:00
Saul Abreu
79a26091bf Fixed behavior on FString::ParseIntoArray (muliple delimiters overload) functionality to support optionally culling empty strings. Greatly simplified implementation logic. Output parameter now properly named and taken by reference.
#codereview Steve.Robb, Robert.Manuszewski

[CL 2466824 by Saul Abreu in Main branch]
2015-03-02 15:51:37 -05:00
Ben Marsh
149375b14b Update copyright notices to 2015.
[CL 2379638 by Ben Marsh in Main branch]
2014-12-07 19:09:38 -05:00
Max Preussner
fdfdf274ee Messaging: First pass on making headers compilable individually
[CL 2333827 by Max Preussner in Main branch]
2014-10-17 19:15:09 -04:00
kevin hamilton
aeaff7a2e2 Automation: Milestone 2 - Editor build promotion tests
[CL 2254064 by kevin hamilton in Main branch]
2014-08-12 22:05:52 -04:00
kevin hamilton
da20750a77 Automation: Milestone 1
-FPS Perf capture test
 -New Asset Creation and Duplication test
 -Import and Export test

[CL 2176028 by kevin hamilton in Main branch]
2014-07-08 12:19:15 -04:00
Jaroslaw Palczynski
ebce413232 UE4 Refactoring. Changed OVERRIDE and FINAL macros to keywords override and final.
[CL 2104397 by Jaroslaw Palczynski in Main branch]
2014-06-13 06:14:46 -04:00
Max Preussner
3aece47882 Docs: Removed file comments and added missing code documentation
Please note that file comments had no purpose in nearly all cases and just added visual clutter. The two files that had meaningful file comments had their comments moved into the corresponding classes. There are still hundreds of file comments left in other files that will be removed over time.

Also cleaned up some random stuff along the way:
- relative paths to public headers within the same module are no longer necessary (automatically discovered by UBT now)
- header guards are deprecated, use #pragma once instead (all compilers support it now)
- space between multiple template brackets is no longer required (all compilers support >> now)
- NULL to nullptr, OVERRIDE to override
- spelling errors, whitespace, line breaks

[CL 2104067 by Max Preussner in Main branch]
2014-06-12 23:22:18 -04:00
Gil Gribb
7049616f07 UE4 - prevent cascading errors in automated testing
[CL 2103077 by Gil Gribb in Main branch]
2014-06-12 08:38:53 -04:00
kevin hamilton
e46769ebad Automation: Merging //depot/Partners/Zombie/UE4-iOS/... to //depot/UE4/...
Milestone 4
 -Added support for grouping devices based off MachineName, Platform, OSVersion, Model, GPU, CPU, RAM, or RenderMode.
 -Added a graphical test result section to show relative times between instances.

[CL 2076099 by kevin hamilton in Main branch]
2014-05-16 17:44:18 -04:00
kevin hamilton
6b46dd0ced Merging //depot/Partners/Zombie/UE4-iOS/...to //depot/UE4/...
Automation: Milestone 3 and fixes for milestone 2

 -Added new EditorShot command to take editor screenshots
 -Made the ExterialTool options use the dierctory picker
 -Fixed a bug with the StaticMeshEditor test if the tutorial pops up
 -StaticMeshUV test now uses async package loading
 -Added a display every Nth screenshot to the screenshot compre tab
 -Added support to disable screenshots or request full size ones
 -Changed the screenshots so they save to the game directory even if you run the frontend by itself
 -Added screenshot support for the load all maps tests

[CL 2071712 by kevin hamilton in Main branch]
2014-05-13 12:08:56 -04:00
kevin hamilton
b4ee303301 Automation:
Merging //depot/Partners/Zombie/UE4-iOS/... to //depot/UE4/...
Milestone 1 and 2 combined  (CL# 2047358 to 2055524)

 -Run external tools
 -Repeat tests N times
 -Visual difference for editor vs game tests
 -Static mesh UV test
 -Editor window screenshots
 -Automation test presets
 -Static mesh editor test

[CL 2055603 by kevin hamilton in Main branch]
2014-04-24 12:38:41 -04:00
Tim Sweeney
324683ce78 Engine source (Main branch up to CL 2026164) 2014-03-14 14:13:41 -04:00