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Improved behavior of PIE automation to deal with extremly long hitches and better represet the time a user is going to wait before the editor is usable. Improved usability of BenchmarkBuild script Changes + Added new automation command for waiting until average fps reaches a specified value. Using this with a conservative value is a better way of checking for interactivity than looping at shader compiles etc. + When Errors are added to a test as a result of logging, this itself is now logged as an error. This makes it clearer why a test may have failed despite its own checks having passed. + BenchmarkBuild can now just specify empty arguments for PIE/Cook tests (e.g. -PIE1_Args="") to allow comparisons between default/other. + Project.Maps.PIE can now take a "-maps" argument on the command line for the list of maps to test + Turned on AutomationController.SuppresLogErrors for Frosty to prevent errors causing errors to fail + Cleaned up naming for mulltiple-variations of PIE/Cook tests in BenchmarkBuild. Now use -PIE1Args, -PIE2Args etc Fixes - * Fixed issue in AutomationControllerManager where extreme hitching resulted in an editor test timing out due to outstanding pings being given a "TimeSince" that would exceed a timeout * Fixed issue where bTreatLogErrorsAsTestErrors was (strangely) causing the editor to exit with a zero-error code when tests failed. * Made FWaitForShadersToFinishCompiling automation task non-blocking to prevent timeouts. (It also checks texture compilation as the blocking version used to) * Fixed BenchmarkBuild using the old System.Maps.PIE test that isn't enabled by default in projects * Removed flush of shaders/textures in Project.Maps.PIE since this doesn't represent when the level is playable. Measuring this will be added as a separate test. * Fixed issue where a user specifying a map with an extension would cause Project.Maps.PIE not to recognize the level had loaded #rb swarm #jira nojira [CL 15426493 by Andrew Grant in ue5-main branch]