Commit Graph

327 Commits

Author SHA1 Message Date
kiaran ritchie
4e92dad5ee Fixes IK Rig rotation engine test. Issues caused by floating point discrepency in Rotator/Quat conversion between Linux/Windows platforms.
#JIRA UE-198900
#rb halfdan.ingvarsson



#virtualized

[CL 29989343 by kiaran ritchie in ue5-main branch]
2023-11-29 11:07:09 -05:00
christopher fiala
d5ec52b3cc Add a new CVar, Automation.LightweightStereoTestVariants, which stops variants from running if we've already encounted an error, and skips saving/attaching screenshots for successful variants to save space. Enabled by default. Also moves the "Supports Stereo Test Variants" checkbox to the "Screenshot" section.
#jira UE-194361
#rb jerome.delattre, chris.constantinescu

[CL 29718813 by christopher fiala in ue5-main branch]
2023-11-14 13:31:30 -05:00
christopher fiala
a0d65ab7f0 Move the global stereo test variants CVar out of ScreenshotFunctionalTest.cpp and into AutomationTest.cpp as "Automation.EnableStereoTestVariants", where it can now be controlled via the automation commandline
(e.g. "Automation Runtest Anisotropy;EnableStereoTests;Quit;").

#jira UE-194361
#rb jeff.fisher

[CL 29529430 by christopher fiala in ue5-main branch]
2023-11-07 14:57:30 -05:00
sergei svetlov
dc071d7436 Support the capability to add info, warning and error directly from Python test
#jira UE-198836
#rb jerome.delattre, sebastian.lewicki-qa-sdets

[CL 29359650 by sergei svetlov in ue5-main branch]
2023-11-02 06:07:56 -04:00
christopher fiala
9942c169c2 Add the ViewRectOffset "test variant" to all screenshot functional tests. When a test variant is enabled, the test will take two screenshots, one in the base configuration, and one in the variant configuration, and fail if both are not similar to the ground truth. The ViewRectOffset variant will be enabled if "Support Stereo Test Variants" is checked on the functional test actor (TRUE by default) and the CVar r.EnableStereoScreenshotTestVariants is set to 1. The CVar is 0 by default for the time being, so there should be no changes to ET unless it is manually set to true.
#jira UE-194361
#rb david.harvey

[CL 29341539 by christopher fiala in ue5-main branch]
2023-11-01 20:00:13 -04:00
BenVlodgi
528da2d693 PR #10982: Disable and hide HLOD category for Functional Test Actor
Reduce options bloat from new feature(HLOD).

#rb sebastian.lewicki

[CL 28884914 by BenVlodgi in ue5-main branch]
2023-10-18 14:33:56 -04:00
jerome delattre
4a5957a406 Add frame comparison failure to the test report when comparing image sequence for Movie Pipeline Functional Test
+ Improve messaging when movie pipeline test is failing for reason other than image comparison.
+ Store ScreenshotName inside comparison request and result.

#jira UE-194701
#rnx
#rb Matt.Hoffman, Sean.Sweeney

[CL 28750594 by jerome delattre in ue5-main branch]
2023-10-13 09:42:36 -04:00
DuncanRare
0b2cf01d8a Adding flag to toggle whether or not garbage collection should be delayed, by default they are. Added property to show in the Editor Details panel for the Functional Test in the Advanced section.
PR # 10898
#commit 10898
#jira UE-195842

[CL 28294665 by DuncanRare in ue5-main branch]
2023-09-27 17:26:59 -04:00
henrik karlsson
7945247356 Header unit fixes (and disabling a few warnings)
[CL 28173546 by henrik karlsson in ue5-main branch]
2023-09-23 14:10:24 -04:00
Jerome Delattre
50a2846584 Avoid Take High Res Screenshot scripting command to unset viewport user settings
#jira PLAY-12210
#rnx
#rb Rob.Huyett, Sean.Sweeney

[CL 27966880 by Jerome Delattre in ue5-main branch]
2023-09-18 14:02:00 -04:00
Jerome Delattre
31881299d9 Add support for plain text to FAutomationTestBase::AddExpectedMessage
#jira UE-190032
#rb Chris.Constantinescu, Rob.Huyett

[CL 27118558 by Jerome Delattre in ue5-main branch]
2023-08-15 16:21:05 -04:00
christopher waters
e457524ce3 Addressing casing issues with Automation test results by using the casing from the map's path instead of the map name itself since that is more likely to be a different case on clients.
#jira UE-187814
#rb jeannoe.morissette

[CL 26574385 by christopher waters in ue5-main branch]
2023-07-25 11:08:02 -04:00
christopher waters
4e96f4193d Removing UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_0 and UE_ENABLE_INCLUDE_ORDER_DEPRECATED_IN_5_1 including all uses in the engine.
[CL 26259545 by christopher waters in ue5-main branch]
2023-06-27 11:54:23 -04:00
guillaume abadie
80b3fd8eaa Makes default r.ScreenPercentage settings configurable in project settings per renderer
Motivations of this change:
1) Temporal upscale by default in game builds even when dynamic resolution is not supported;
2) Fixes "Editor Preferences > Performance > Viewport Resolution > Override game screen percentage settings with editor settings in PIE" or (r.Editor.Viewport.OverridePIEScreenPercentage) that used to override r.ScreenPercentage in PIE by default to prevent accidental out of video memory when going PIE on high resolution/DPI display that was not discoverable enought user and generating misunderstanding;
3) Makes editor UI more understandable that the resolution controls under Settings > Engine Scalability Settings is actually PIE resolution settings, since the editor viewport screen percentage is controled independently in editor viewport top left menus;
4) Fixes inconsistency where VR and mobile renderer viewport didn't have their own settings like path tracer or non-realtime editor viewports had;
5) Adds resolution quality presets: just a slider for the 3D rendering resolution is very subjective to a player what to choose, whereas presets allows to more intuitively suggests trade off on the screen percentage range.

What this changes does to the end user:
1) Implements default screen percentage project settings in Project Preferences > Rendering > Default Screen Percentage (or r.ScreenPercentage.Default.*) for each indivual uses case that are: desktop renderer, mobile renderer, VR rendering, path tracer
1.1) Desktop renderer renderer default to screen percentage based on display resolution to automatically temporally upscale;
1.2) All other rendering methods (mobile render, VR renderer, path tracer) defaults to native resolution rendering as before.
2) Adds editor viewport screen percentage settings for mobile renderer and VR in Project Settings > Editor Performance > Viewport Resolution
3) Changes defaults of sg.ResolutionQuality and r.ScreenPercentage to 0 and fallbacks to project settings' default screen percentage
4) Rewrite Level Editor UI > Settings > Engine Scalability Settings to:
4.1) Says it only apply to PIE viewport, not including Simulate in Editor since these is still viewed with editor viewports, and warn when there is no PIE game viewports;
4.2) Explicitly says what is the current screen percentage of the PIE game viewport;
4.3) Explicitly says what is the current rendering and display resolutions;
4.4) Says what rendering mode is being applied (Desktop renderer, mobile renderer, VR rendering, path tracer)
4.5) Says where the settings come from, r.ScreenPercentage was directly set by console code, or whether the Engine Scalability was overident (sg.ResolutionQuality>0) or where the default settings come from (project's default screen percentage settings or editor viewport preferences)
4.6) Says the actually setting is being used (Manual, Based on Display Resolution, Based on OS DPI Scale)
4.7) Explicitly says which anti-aliasing method is being used on the anti-aliasing scalability group
5) The "Editor Preferences > Performance > Viewport resolution > Override project's default screen percentage settings with editor viewports' settings in PIE" (r.Editor.Viewport.OverridePIEScreenPercentage) now chooses whether the default screen percentage project settings should be overriden by the editor viewport's default settings. sg.ResolutionQuality and r.ScreenPercentage now behaving as a override, it means they are also applied in PIE to avoid user confusions when they do indeed what to take control of it in the project settings or game logic.
6) Adds resolution quality presets in BaseScalability.ini that can be customised in a project's DefaultScalability.ini:
6.1) Default 3D resolution preset: Sets sg.ResolutionQuality=0 to end up using the default project settings presets which for the case of the desktop renderer means temporal upscaling by default based on the display resolution like Fortnite's Recommended settings.
6.2) Performance 3D resolution preset: Sets sg.ResolutionQuality=100*1080/2160
6.3) Balanced 3D resolution preset: Sets sg.ResolutionQuality=100*1260/2160
6.4) Quality 3D resolution preset: Sets sg.ResolutionQuality=100*1440/2160
6.5) Native 3D resolution preset: Sets sg.ResolutionQuality=100

#rb rob.srinivasiah, jack.porter, juan.canada, allan.bentham
#jira UE-184651

[CL 25988162 by guillaume abadie in ue5-main branch]
2023-06-14 14:28:12 -04:00
philippe deseve
5025986046 AActor types can now supports differents UDataLayerInstance types via IsDataLayerTypeSupported
Deprecate ActorTypeSupportsDataLayer

#rb richard.malo

[CL 25880291 by philippe deseve in ue5-main branch]
2023-06-08 15:54:51 -04:00
kirill zorin
de8db5ff76 Converting ARO-facing raw pointers to TObjectPtr ahead of raw pointer ARO API deprecation.
#rb zousar.shaker
#rb markus.breyer
#rb robert.manuszewski

#preflight 646391406b1406b54ab15460

[CL 25489627 by kirill zorin in ue5-main branch]
2023-05-16 10:52:49 -04:00
bryan sefcik
91c57d395e Removed redundant module includes.
#preflight 645d4bf3aa3c584c0b5b3a67

[CL 25435653 by bryan sefcik in ue5-main branch]
2023-05-11 16:48:21 -04:00
mikalai sukhikh
f6ea3b88d9 Add CVar setting node in AFunctionalTest class
#jira UE-171493
#rb adam.miezianko, chris.constantinescu, jerome.delattre
#preflight 64524cb90722d4f6a2dd4351
#preflight 64524cf20722d4f6a2dd4728

[CL 25370907 by mikalai sukhikh in ue5-main branch]
2023-05-08 10:57:51 -04:00
zahra nikbakht
907774c04e non-unity error fix in Function UI test.
#jira none
#rb trivial
#preflight 64541f74023fe5d3ad4aec0a

[CL 25343520 by zahra nikbakht in ue5-main branch]
2023-05-04 17:54:06 -04:00
Jerome Delattre
dd28bf9130 Avoid a crash with Screenshot Functional Tests in PIE client net mode
#jira UE-183130, UE-110748
#preflight 64500cc41c2846595c544adc
#Chris.Constinescu

[CL 25290021 by Jerome Delattre in ue5-main branch]
2023-05-01 15:47:29 -04:00
zahra nikbakht
7b52bdfde8 A fix for UI screenshot test failure when there is animation: set a constant tick time for animation sequencer and the UI screenshot test.
- tested with slow and fast moving animation, returns 0 diff locally.
#preflight 644bf193877716c8780bed3a
#jira UE-113396
#rb patrick.boutot. jerome.delattre

[CL 25284576 by zahra nikbakht in ue5-main branch]
2023-05-01 11:41:41 -04:00
olivier lamothe
9f2574b15e Remove unnecessary calls to UNavigationSystemV1::GetMutableOctree accessor
#rb [at]Mieszko.Zielinski,[at]Yoan.St-Amant
#rnx

[CL 25085388 by olivier lamothe in ue5-main branch]
2023-04-18 09:46:23 -04:00
Nathan Hodges
242da1f8e7 Add function to reset GroundTruthData
#preflight 64396f04c947f6523a5b60ef
#rb jerome.delattre
#rnx
#jira none

[CL 25042824 by Nathan Hodges in ue5-main branch]
2023-04-14 12:43:19 -04:00
Jerome Delattre
1f5335ba66 Fix "Functional test is already running" error by unsetting FunctionalTesting manager from IFunctionalTestingModule when all tests are done
#author Andrew.Grant
#preflight 64024fbc59017a559b978973
#rb Jerome.Delattre, Andrew.Grant
#jira none

[CL 24505428 by Jerome Delattre in ue5-main branch]
2023-03-03 15:07:24 -05:00
Mikita Hauruk
a3a65dc94f Added check GIsAutomationTesting to avoid [Owner] and [Description] log in PIE
#jira UE-178872
#rb adam.miezianko, jerome.delattre, oleg.krasnov, mikalai.sukhikh
#preflight 64009836df66ed5fc16523c9

[CL 24495775 by Mikita Hauruk in ue5-main branch]
2023-03-03 01:32:33 -05:00