Files
UnrealEngineUWP/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTestUtilityLibrary.h
Ben Marsh 7598af0532 Update copyright notices to 2019.
#rb none
#lockdown Nick.Penwarden

[CL 4662404 by Ben Marsh in Main branch]
2018-12-14 13:41:00 -05:00

25 lines
1.4 KiB
C++

// Copyright 1998-2019 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Kismet/KismetSystemLibrary.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "TraceQueryTestResults.h"
#include "FunctionalTestUtilityLibrary.generated.h"
/**
* Used to expose C++ functions to tests that we don't want to make BP accessible
* in the engine itself.
*/
UCLASS()
class FUNCTIONALTESTING_API UFunctionalTestUtilityLibrary : public UBlueprintFunctionLibrary
{
GENERATED_BODY()
public:
/** Helper function to trace and permute many options at once */
UFUNCTION(BlueprintCallable, Category = "Utilities|Collision", meta = (bIgnoreSelf = "true", WorldContext = "WorldContextObject", AutoCreateRefTerm = "ActorsToIgnore", AdvancedDisplay = "TraceColor,TraceHitColor,DrawTime", Keywords = "sweep"))
static UTraceQueryTestResults* TraceChannelTestUtil(UObject* WorldContextObject, const FTraceChannelTestBatchOptions& BatchOptions, const FVector Start, const FVector End, float SphereCapsuleRadius, float CapsuleHalfHeight, FVector BoxHalfSize, const FRotator Orientation, ETraceTypeQuery TraceChannel, TArray<TEnumAsByte<EObjectTypeQuery> > ObjectTypes, FName ProfileName, bool bTraceComplex, const TArray<AActor*>& ActorsToIgnore, bool bIgnoreSelf, EDrawDebugTrace::Type DrawDebugType, FLinearColor TraceColor = FLinearColor::Red, FLinearColor TraceHitColor = FLinearColor::Green, float DrawTime = 5.0f);
};