// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved. #pragma once #include "Core.h" #include "Kismet/BlueprintFunctionLibrary.h" #include "AutomationBlueprintFunctionLibrary.generated.h" UCLASS() class FUNCTIONALTESTING_API UAutomationBlueprintFunctionLibrary : public UBlueprintFunctionLibrary { GENERATED_UCLASS_BODY() public: static void TakeAutomationScreenshotInternal(const FString& Name); UFUNCTION(BlueprintCallable, Category = "StudiosAutomation", meta = (Latent, HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject", LatentInfo = "LatentInfo", Name = "")) static void TakeAutomationScreenshot(UObject* WorldContextObject, FLatentActionInfo LatentInfo, const FString& Name); UFUNCTION(BlueprintCallable, Category = "StudiosAutomation|Helpers", meta = (Latent, HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject", LatentInfo = "LatentInfo", NameOverride = "", DelayBeforeScreenshotSeconds = "0.2")) static void TakeAutomationScreenshotAtCamera(UObject* WorldContextObject, FLatentActionInfo LatentInfo, ACameraActor* Camera, const FString& NameOverride, float DelayBeforeScreenshotSeconds); UFUNCTION(BlueprintCallable, Category = "StudiosAutomation|Performance") static void BeginPerformanceCapture(); UFUNCTION(BlueprintCallable, Category = "StudiosAutomation|Performance") static void EndPerformanceCapture(); };