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- Added class for allowing reflection of UObjects/UStructs/UProperties/etc., so that properties can be referenced dynamically by string, instead of statically
- Allows game code to be referenced without direct linking
- Allows unit tests to break without blocking compiles, allows easier backwards compatability, and easier archiving of old unit tests
- Very useful for quick debug code; may tie it into the console with autocomplete at some stage
- Example:
FGuid* EntryItemGuidRef = (FGuid*)(void*)((FVMReflection(UnitPC.Get())->*"WorldInventory"->*"Inventory"->*ItemsPropName)["FFortItemEntry"][0]->*"ItemGuid")["FGuid"];
- Added a new stack tracing manager, which can be used by unit tests through GTraceManager, or through the whole engine with the StackTrace console command (see UnitTestManager.cpp for full command list)
- Allows conditional/filtered stack traces to be inserted anywhere into the code (categorized by name), for debugging purposes
- Once-off stack trace example:
GEngine->Exec(NULL, TEXT("StackTrace TraceName"));
- Multiple/accumulated stack trace examples:
GEngine->Exec(NULL, TEXT("StackTrace TraceName Add -Log"));
GEngine->Exec(NULL, TEXT("StackTrace TraceName Dump"));
- Added a log hook for the stack tracing manager, and a LogTrace command, which allows stack traces to be dumped whenever a specific log is encountered (see UnitTestManager.cpp for full command list)
- Example, for debugging the cause of a disconnect:
"LogTrace AddPartial UNetConnection::Close: Name: IpConnection_"
- Added -UnitTestCap=x commandline parameter, to limit the maximum number of unit tests that can run at once
- Added AllowedClientActors/AllowedClientRPCs to ClientUnitTest, to allow better whitelisting of accepted actors/RPC's
- Fixed many broken unit tests
- Adjusted actor replication blocking hook, to allow blocking of all instances of actor replication, instead of just actor channels
- Made console command results, auto-focus the Console tab, if the current tab won't display the results
- Fixed blocking automation testing, when the current game project doesn't support unit tests (doesn't have a unit test environment setup)
- Disable recursive killing of unit test child processes, while TerminateProc has a bug that kills all killable Windows processes
- Updated crash callstack detection
[CL 2565239 by John Barrett in Main branch]
28 lines
493 B
Plaintext
28 lines
493 B
Plaintext
{
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"FileVersion" : 3,
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"FriendlyName" : "Netcode Unit Test",
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"Version" : 1,
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"VersionName" : "1.0",
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"CreatedBy" : "Epic Games, Inc.",
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"CreatedByURL" : "http://epicgames.com",
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"EngineVersion" : "4.2.0",
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"Description" : "A unit testing framework for testing the UE4 netcode, primarily for bugs and exploits",
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"Category" : "Networking",
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"Modules" :
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[
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{
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"Name" : "NetcodeUnitTest",
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"Type" : "Runtime",
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"WhitelistPlatforms" :
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[
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"Win64",
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"Win32"
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]
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}
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]
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}
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