Files
UnrealEngineUWP/Engine/Source/Developer/FunctionalTesting/Private/AutomationBlueprintFunctionLibrary.cpp
guillaume abadie eadb45ef37 Replaces r.PostProcessAAQuality with r.FXAA.Quality & r.TemporalAA.Quality
Now only r.AntiAliasingMethod prevails to selects the anti-aliasing method explicitly for the deferred shading renderer. Each AA technic have it's own cvars to control their quality independently

FXAA now have its own r.FXAA.Quality. The FXAA shader permutations where mis configured with r.PostProcessAAQuality=1 & 2 both mapping to the FXAA_PC_CONSOLE=1 that is now r.FXAA.Quality=0. Instead r.FXAA.Quality now offer more mid-quality settings for FXAA_PC=1 with r.FXAA.Quality=1 & 2 & 3. Backward comaptible migration is as followed:
- r.AntiAliasingMethod=1 r.PostProcessAAQuality=0 -> r.FXAA.Quality=0
- r.AntiAliasingMethod=1 r.PostProcessAAQuality=1 -> r.FXAA.Quality=0
- r.AntiAliasingMethod=1 r.PostProcessAAQuality=2 -> r.FXAA.Quality=0
- r.AntiAliasingMethod=1 r.PostProcessAAQuality=3 -> r.FXAA.Quality=3 but with some neighborhood search setting changed in FXAAShader.usf
- r.AntiAliasingMethod=1 r.PostProcessAAQuality=4 -> r.FXAA.Quality=4
- r.AntiAliasingMethod=1 r.PostProcessAAQuality=5 -> r.FXAA.Quality=5

TAA now have its own r.TemporalAA.Quality. Backward compatible migration is as followed:
- r.AntiAliasingMethod=2 r.PostProcessAAQuality=0 -> r.AntiAliasingMethod=0
- r.AntiAliasingMethod=2 r.PostProcessAAQuality=1 -> r.AntiAliasingMethod=1 r.FXAA.Quality=0
- r.AntiAliasingMethod=2 r.PostProcessAAQuality=2 -> r.AntiAliasingMethod=1 r.FXAA.Quality=0
- r.AntiAliasingMethod=2 r.PostProcessAAQuality=3 r.TemporalAAUpsampleFiltered=0 -> r.TemporalAA.Quality=0
- r.AntiAliasingMethod=2 r.PostProcessAAQuality=3 r.TemporalAAUpsampleFiltered=1 -> r.TemporalAA.Quality=1
- r.AntiAliasingMethod=2 r.PostProcessAAQuality=4 -> r.TemporalAA.Quality=2

MSAA r.AntiAliasingMethod=3 & TSR r.AntiAliasingMethod=4 remains unchanged.

sg.AntiAliasingQuality now maps to different r.TemporalAA.Quality or r.FXAA.Quality

Automated tests on base CL: https://horde.devtools.epicgames.com/job/60d5b8410123b700014f9db5
Automated tests on change CL: https://horde.devtools.epicgames.com/job/60d47cde57b302000114bebf

#rb none
[FYI] jack.porter, wei.liu
#lockdown michal.valient

#ROBOMERGE-SOURCE: CL 16823623 via CL 16823646
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v836-16769935)

[CL 16823657 by guillaume abadie in ue5-release-engine-test branch]
2021-07-12 07:13:12 -04:00

1292 lines
42 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#include "AutomationBlueprintFunctionLibrary.h"
#include "HAL/IConsoleManager.h"
#include "Misc/AutomationTest.h"
#include "EngineGlobals.h"
#include "UnrealClient.h"
#include "Camera/CameraActor.h"
#include "Camera/PlayerCameraManager.h"
#include "Engine/Texture.h"
#include "Engine/GameViewportClient.h"
#include "Kismet/GameplayStatics.h"
#include "Engine/Engine.h"
#if WITH_EDITOR
#include "Editor/EditorEngine.h"
#include "Editor.h"
#include "HighResScreenshot.h"
#include "LevelEditor.h"
#include "IAssetViewport.h"
#include "LevelEditorViewport.h"
#endif
#include "Tests/AutomationCommon.h"
#include "Logging/MessageLog.h"
#include "TakeScreenshotAfterTimeLatentAction.h"
#include "HighResScreenshot.h"
#include "Slate/SceneViewport.h"
#include "Tests/AutomationTestSettings.h"
#include "Slate/WidgetRenderer.h"
#include "DelayAction.h"
#include "Widgets/SViewport.h"
#include "Framework/Application/SlateApplication.h"
#include "ShaderCompiler.h"
#include "AutomationBlueprintFunctionLibrary.h"
#include "BufferVisualizationData.h"
#include "Engine/LocalPlayer.h"
#include "ContentStreaming.h"
#include "Stats/StatsData.h"
#include "HAL/PlatformProperties.h"
#include "IAutomationControllerModule.h"
#include "Scalability.h"
#include "SceneViewExtension.h"
#include "SceneView.h"
#include "Engine/GameEngine.h"
#include "Engine/LevelStreaming.h"
#include "Templates/UnrealTemplate.h"
#include "UObject/GCObjectScopeGuard.h"
#include "Containers/Ticker.h"
#if WITH_EDITOR
#include "SLevelViewport.h"
#endif
#include "FunctionalTestBase.h"
#define LOCTEXT_NAMESPACE "Automation"
DEFINE_LOG_CATEGORY_STATIC(BlueprintAssertion, Error, Error)
DEFINE_LOG_CATEGORY_STATIC(AutomationFunctionLibrary, Log, Log)
static TAutoConsoleVariable<int32> CVarAutomationScreenshotResolutionWidth(
TEXT("AutomationScreenshotResolutionWidth"),
0,
TEXT("The width of automation screenshots."),
ECVF_Default);
static TAutoConsoleVariable<int32> CVarAutomationScreenshotResolutionHeight(
TEXT("AutomationScreenshotResolutionHeight"),
0,
TEXT("The height of automation screenshots."),
ECVF_Default);
bool UAutomationEditorTask::IsValidTask() const
{
return Task.IsValid();
}
void UAutomationEditorTask::BindTask(TUniquePtr<FAutomationTaskStatusBase> inTask)
{
Task = MoveTemp(inTask);
}
bool UAutomationEditorTask::IsTaskDone() const
{
return IsValidTask() && Task->IsDone();
}
#if WITH_AUTOMATION_TESTS
template<typename T>
FConsoleVariableSwapperTempl<T>::FConsoleVariableSwapperTempl(FString InConsoleVariableName)
: bModified(false)
, ConsoleVariableName(InConsoleVariableName)
{
}
template<typename T>
void FConsoleVariableSwapperTempl<T>::Set(T Value)
{
IConsoleVariable* ConsoleVariable = IConsoleManager::Get().FindConsoleVariable(*ConsoleVariableName);
if (ensure(ConsoleVariable))
{
if (bModified == false)
{
bModified = true;
OriginalValue = ConsoleVariable->GetInt();
}
ConsoleVariable->AsVariable()->SetWithCurrentPriority(Value);
}
}
template<>
void FConsoleVariableSwapperTempl<float>::Set(float Value)
{
IConsoleVariable* ConsoleVariable = IConsoleManager::Get().FindConsoleVariable(*ConsoleVariableName);
if (ensure(ConsoleVariable))
{
if (bModified == false)
{
bModified = true;
OriginalValue = ConsoleVariable->GetFloat();
}
// I need these overrides to superseded anything the user does while taking the shot.
ConsoleVariable->AsVariable()->SetWithCurrentPriority(Value);
}
}
template<typename T>
void FConsoleVariableSwapperTempl<T>::Restore()
{
if (bModified)
{
IConsoleVariable* ConsoleVariable = IConsoleManager::Get().FindConsoleVariable(*ConsoleVariableName);
if (ensure(ConsoleVariable))
{
// First we stomp the current with the original, then restore the original flags
// so that code continues to treat it using whatever source it was from originally, code, cmdline..etc.
ConsoleVariable->AsVariable()->SetWithCurrentPriority(OriginalValue);
}
bModified = false;
}
}
class FAutomationViewExtension : public FWorldSceneViewExtension
{
public:
FAutomationViewExtension(const FAutoRegister& AutoRegister, UWorld* InWorld, FAutomationScreenshotOptions& InOptions, float InCurrentTimeToSimulate)
: FWorldSceneViewExtension(AutoRegister, InWorld)
, Options(InOptions)
{
}
/** ISceneViewExtension interface */
virtual void SetupView(FSceneViewFamily& InViewFamily, FSceneView& InView)
{
//if (Options.VisualizeBuffer != NAME_None)
//{
// InViewFamily.ViewMode = VMI_VisualizeBuffer;
// InViewFamily.EngineShowFlags.SetVisualizeBuffer(true);
// InViewFamily.EngineShowFlags.SetTonemapper(false);
// if (GetBufferVisualizationData().GetMaterial(Options.VisualizeBuffer) == NULL)
// {
// InView.CurrentBufferVisualizationMode = Options.VisualizeBuffer;
// }
//}
}
virtual void SetupViewFamily(FSceneViewFamily& InViewFamily) override
{
if (UAutomationViewSettings* ViewSettings = Options.ViewSettings)
{
// Turn off common show flags for noisy sources of rendering.
FEngineShowFlags& ShowFlags = InViewFamily.EngineShowFlags;
ShowFlags.SetAntiAliasing(ViewSettings->AntiAliasing);
ShowFlags.SetMotionBlur(ViewSettings->MotionBlur);
ShowFlags.SetTemporalAA(ViewSettings->TemporalAA);
ShowFlags.SetScreenSpaceReflections(ViewSettings->ScreenSpaceReflections);
ShowFlags.SetScreenSpaceAO(ViewSettings->ScreenSpaceAO);
ShowFlags.SetDistanceFieldAO(ViewSettings->DistanceFieldAO);
ShowFlags.SetContactShadows(ViewSettings->ContactShadows);
ShowFlags.SetEyeAdaptation(ViewSettings->EyeAdaptation);
ShowFlags.SetBloom(ViewSettings->Bloom);
}
if (Options.bOverride_OverrideTimeTo)
{
// Turn off time the ultimate source of noise.
InViewFamily.CurrentWorldTime = Options.OverrideTimeTo;
InViewFamily.CurrentRealTime = Options.OverrideTimeTo;
InViewFamily.DeltaWorldTime = 0;
}
if (Options.bDisableNoisyRenderingFeatures)
{
//// Turn off common show flags for noisy sources of rendering.
//InViewFamily.EngineShowFlags.SetAntiAliasing(false);
//InViewFamily.EngineShowFlags.SetMotionBlur(false);
//InViewFamily.EngineShowFlags.SetTemporalAA(false);
//InViewFamily.EngineShowFlags.SetScreenSpaceReflections(false);
////InViewFamily.EngineShowFlags.SetScreenSpaceAO(false);
////InViewFamily.EngineShowFlags.SetDistanceFieldAO(false);
//InViewFamily.EngineShowFlags.SetContactShadows(false);
//InViewFamily.EngineShowFlags.SetEyeAdaptation(false);
//TODO Auto Exposure?
//TODO EyeAdaptation Gamma?
// Disable screen percentage.
//InViewFamily.EngineShowFlags.SetScreenPercentage(false);
}
if (Options.bDisableTonemapping)
{
//InViewFamily.EngineShowFlags.SetEyeAdaptation(false);
//InViewFamily.EngineShowFlags.SetTonemapper(false);
}
}
virtual void BeginRenderViewFamily(FSceneViewFamily& InViewFamily) {}
virtual void PreRenderViewFamily_RenderThread(FRHICommandListImmediate& RHICmdList, FSceneViewFamily& InViewFamily) {}
virtual void PreRenderView_RenderThread(FRHICommandListImmediate& RHICmdList, FSceneView& InView) {}
/** We always want to go last. */
virtual int32 GetPriority() const override { return MIN_int32; }
private:
FAutomationScreenshotOptions Options;
};
FAutomationTestScreenshotEnvSetup::FAutomationTestScreenshotEnvSetup()
: DefaultFeature_AntiAliasing(TEXT("r.AntiAliasingMethod"))
, DefaultFeature_AutoExposure(TEXT("r.DefaultFeature.AutoExposure"))
, DefaultFeature_MotionBlur(TEXT("r.DefaultFeature.MotionBlur"))
, MotionBlurQuality(TEXT("r.MotionBlurQuality"))
, ScreenSpaceReflectionQuality(TEXT("r.SSR.Quality"))
, EyeAdaptationQuality(TEXT("r.EyeAdaptationQuality"))
, ContactShadows(TEXT("r.ContactShadows"))
, TonemapperGamma(TEXT("r.TonemapperGamma"))
, TonemapperSharpen(TEXT("r.Tonemapper.Sharpen"))
, SecondaryScreenPercentage(TEXT("r.SecondaryScreenPercentage.GameViewport"))
{
}
FAutomationTestScreenshotEnvSetup::~FAutomationTestScreenshotEnvSetup()
{
}
void FAutomationTestScreenshotEnvSetup::Setup(UWorld* InWorld, FAutomationScreenshotOptions& InOutOptions)
{
check(IsInGameThread());
WorldPtr = InWorld;
if (InOutOptions.bDisableNoisyRenderingFeatures)
{
DefaultFeature_AntiAliasing.Set(0);
DefaultFeature_AutoExposure.Set(0);
DefaultFeature_MotionBlur.Set(0);
MotionBlurQuality.Set(0);
ScreenSpaceReflectionQuality.Set(0);
ContactShadows.Set(0);
EyeAdaptationQuality.Set(0);
TonemapperGamma.Set(2.2f);
//TonemapperSharpen.Set(0);
}
else if (InOutOptions.bDisableTonemapping)
{
EyeAdaptationQuality.Set(0);
TonemapperGamma.Set(2.2f);
//TonemapperSharpen.Set(0);
}
// Ignore High-DPI settings
SecondaryScreenPercentage.Set(100.f);
InOutOptions.SetToleranceAmounts(InOutOptions.Tolerance);
const float InCurrentTimeToSimulate = 0.0f;
AutomationViewExtension = FSceneViewExtensions::NewExtension<FAutomationViewExtension>(InWorld, InOutOptions, InCurrentTimeToSimulate);
// TODO - I don't like needing to set this here. Because the gameviewport uses a console variable, it wins.
if (UGameViewportClient* ViewportClient = GEngine->GameViewport)
{
static IConsoleVariable* ICVar = IConsoleManager::Get().FindConsoleVariable(FBufferVisualizationData::GetVisualizationTargetConsoleCommandName());
if (ICVar)
{
if (ViewportClient->GetEngineShowFlags())
{
ViewportClient->GetEngineShowFlags()->SetVisualizeBuffer(InOutOptions.VisualizeBuffer == NAME_None ? false : true);
ViewportClient->GetEngineShowFlags()->SetTonemapper(InOutOptions.VisualizeBuffer == NAME_None ? true : false);
ICVar->Set(*InOutOptions.VisualizeBuffer.ToString());
}
}
}
}
void FAutomationTestScreenshotEnvSetup::Restore()
{
check(IsInGameThread());
DefaultFeature_AntiAliasing.Restore();
DefaultFeature_AutoExposure.Restore();
DefaultFeature_MotionBlur.Restore();
MotionBlurQuality.Restore();
ScreenSpaceReflectionQuality.Restore();
EyeAdaptationQuality.Restore();
ContactShadows.Restore();
TonemapperGamma.Restore();
//TonemapperSharpen.Restore();
SecondaryScreenPercentage.Restore();
AutomationViewExtension.Reset();
if (UGameViewportClient* ViewportClient = GEngine->GameViewport)
{
static IConsoleVariable* ICVar = IConsoleManager::Get().FindConsoleVariable(FBufferVisualizationData::GetVisualizationTargetConsoleCommandName());
if (ICVar)
{
if (ViewportClient->GetEngineShowFlags())
{
ViewportClient->GetEngineShowFlags()->SetVisualizeBuffer(false);
ViewportClient->GetEngineShowFlags()->SetTonemapper(true);
ICVar->Set(TEXT(""));
}
}
}
}
class FAutomationScreenshotTaker
{
public:
FAutomationScreenshotTaker(UWorld* InWorld, const FString& InScreenShotName, const FString& InNotes, FAutomationScreenshotOptions InOptions)
: World(InWorld)
, ScreenShotName(InScreenShotName)
, Notes(InNotes)
, Options(InOptions)
, bNeedsViewportSizeRestore(false)
, bDeleteQueued(false)
{
EnvSetup.Setup(InWorld, Options);
if (!FPlatformProperties::HasFixedResolution())
{
FSceneViewport* GameViewport = GEngine->GameViewport ? GEngine->GameViewport->GetGameViewport() : nullptr;
if (GameViewport)
{
#if WITH_EDITOR
// In the editor we can only attempt to re-size standalone viewports
UEditorEngine* EditorEngine = Cast<UEditorEngine>(GEngine);
const bool bIsPIEViewport = GameViewport->IsPlayInEditorViewport();
const bool bIsNewViewport = InWorld && EditorEngine && EditorEngine->WorldIsPIEInNewViewport(InWorld);
if (!bIsPIEViewport || bIsNewViewport)
#endif
{
ViewportRestoreSize = GameViewport->GetSize();
FIntPoint ScreenshotViewportSize = UAutomationBlueprintFunctionLibrary::GetAutomationScreenshotSize(InOptions);
GameViewport->SetViewportSize(ScreenshotViewportSize.X, ScreenshotViewportSize.Y);
bNeedsViewportSizeRestore = true;
}
}
}
FlushRenderingCommands();
GEngine->GameViewport->OnScreenshotCaptured().AddRaw(this, &FAutomationScreenshotTaker::GrabScreenShot);
FWorldDelegates::LevelRemovedFromWorld.AddRaw(this, &FAutomationScreenshotTaker::WorldDestroyed);
FScreenshotRequest::OnScreenshotRequestProcessed().AddRaw(this, &FAutomationScreenshotTaker::OnScreenshotProcessed);
}
virtual ~FAutomationScreenshotTaker()
{
FAutomationTestFramework::Get().OnScreenshotCompared.RemoveAll(this);
FScreenshotRequest::OnScreenshotRequestProcessed().RemoveAll(this);
if (GEngine->GameViewport)
{
// remove before we restore the viewport's size - a resize can trigger a redraw, which would trigger OnScreenshotCaptured() again (endless loop)
GEngine->GameViewport->OnScreenshotCaptured().RemoveAll(this);
}
FWorldDelegates::LevelRemovedFromWorld.RemoveAll(this);
if (!FPlatformProperties::HasFixedResolution() && bNeedsViewportSizeRestore)
{
if (GEngine->GameViewport)
{
FSceneViewport* GameViewport = GEngine->GameViewport->GetGameViewport();
GameViewport->SetViewportSize(ViewportRestoreSize.X, ViewportRestoreSize.Y);
}
}
EnvSetup.Restore();
FAutomationTestFramework::Get().NotifyScreenshotTakenAndCompared();
}
void DeleteSelfNextFrame()
{
if (!bDeleteQueued)
{
FTicker::GetCoreTicker().AddTicker(TEXT("ScreenshotCleanup"), 0.1, [this](float) {
delete this;
return false;
});
bDeleteQueued = true;
}
}
void GrabScreenShot(int32 InSizeX, int32 InSizeY, const TArray<FColor>& InImageData)
{
check(IsInGameThread());
if (World.IsValid())
{
FAutomationScreenshotData Data = UAutomationBlueprintFunctionLibrary::BuildScreenshotData(World->GetName(), ScreenShotName, InSizeX, InSizeY);
// Copy the relevant data into the metadata for the screenshot.
Data.bHasComparisonRules = true;
Data.ToleranceRed = Options.ToleranceAmount.Red;
Data.ToleranceGreen = Options.ToleranceAmount.Green;
Data.ToleranceBlue = Options.ToleranceAmount.Blue;
Data.ToleranceAlpha = Options.ToleranceAmount.Alpha;
Data.ToleranceMinBrightness = Options.ToleranceAmount.MinBrightness;
Data.ToleranceMaxBrightness = Options.ToleranceAmount.MaxBrightness;
Data.bIgnoreAntiAliasing = Options.bIgnoreAntiAliasing;
Data.bIgnoreColors = Options.bIgnoreColors;
Data.MaximumLocalError = Options.MaximumLocalError;
Data.MaximumGlobalError = Options.MaximumGlobalError;
// Record any user notes that were made to accompany this shot.
Data.Notes = Notes;
bool bAttemptToCompareShot = FAutomationTestFramework::Get().OnScreenshotCaptured().ExecuteIfBound(InImageData, Data);
UE_LOG(AutomationFunctionLibrary, Log, TEXT("Screenshot captured as %s"), *Data.ScreenshotName);
if (GIsAutomationTesting)
{
FAutomationTestFramework::Get().OnScreenshotCompared.AddRaw(this, &FAutomationScreenshotTaker::OnComparisonComplete);
FScreenshotRequest::OnScreenshotRequestProcessed().RemoveAll(this);
return;
}
}
DeleteSelfNextFrame();
}
void OnScreenshotProcessed()
{
UE_LOG(AutomationFunctionLibrary, Log, TEXT("Screenshot processed, but not compared."));
DeleteSelfNextFrame();
}
void OnComparisonComplete(const FAutomationScreenshotCompareResults& CompareResults)
{
FAutomationTestFramework::Get().OnScreenshotCompared.RemoveAll(this);
if (FAutomationTestBase* CurrentTest = FAutomationTestFramework::Get().GetCurrentTest())
{
CurrentTest->AddEvent(CompareResults.ToAutomationEvent(ScreenShotName));
}
DeleteSelfNextFrame();
}
void WorldDestroyed(ULevel* InLevel, UWorld* InWorld)
{
// If the InLevel is null, it's a signal that the entire world is about to disappear, so
// go ahead and remove this widget from the viewport, it could be holding onto too many
// dangerous actor references that won't carry over into the next world.
if (InLevel == nullptr && InWorld == World.Get())
{
delete this;
}
}
private:
TWeakObjectPtr<UWorld> World;
FString Context;
FString ScreenShotName;
FString Notes;
FAutomationScreenshotOptions Options;
FAutomationTestScreenshotEnvSetup EnvSetup;
FIntPoint ViewportRestoreSize;
bool bNeedsViewportSizeRestore;
bool bDeleteQueued;
};
class FAutomationHighResScreenshotGrabber
{
public:
FAutomationHighResScreenshotGrabber(const FString& InContext, const FString& InScreenShotName, const FString& InNotes, FAutomationScreenshotOptions InOptions)
: Context(InContext)
, ScreenShotName(InScreenShotName)
, Notes(InNotes)
, Options(InOptions)
{
FScreenshotRequest::OnScreenshotCaptured().AddRaw(this, &FAutomationHighResScreenshotGrabber::GrabScreenShot);
FWorldDelegates::LevelRemovedFromWorld.AddRaw(this, &FAutomationHighResScreenshotGrabber::WorldDestroyed);
}
virtual ~FAutomationHighResScreenshotGrabber()
{
FAutomationTestFramework::Get().OnScreenshotCompared.RemoveAll(this);
FScreenshotRequest::OnScreenshotCaptured().RemoveAll(this);
FWorldDelegates::LevelRemovedFromWorld.RemoveAll(this);
FAutomationTestFramework::Get().NotifyScreenshotTakenAndCompared();
}
void GrabScreenShot(int32 InSizeX, int32 InSizeY, const TArray<FColor>& InImageData)
{
FScreenshotRequest::OnScreenshotCaptured().RemoveAll(this);
FAutomationScreenshotData Data = UAutomationBlueprintFunctionLibrary::BuildScreenshotData(Context, ScreenShotName, InSizeX, InSizeY);
// Copy the relevant data into the metadata for the screenshot.
Data.bHasComparisonRules = true;
Data.ToleranceRed = Options.ToleranceAmount.Red;
Data.ToleranceGreen = Options.ToleranceAmount.Green;
Data.ToleranceBlue = Options.ToleranceAmount.Blue;
Data.ToleranceAlpha = Options.ToleranceAmount.Alpha;
Data.ToleranceMinBrightness = Options.ToleranceAmount.MinBrightness;
Data.ToleranceMaxBrightness = Options.ToleranceAmount.MaxBrightness;
Data.bIgnoreAntiAliasing = Options.bIgnoreAntiAliasing;
Data.bIgnoreColors = Options.bIgnoreColors;
Data.MaximumLocalError = Options.MaximumLocalError;
Data.MaximumGlobalError = Options.MaximumGlobalError;
// Record any user notes that were made to accompany this shot.
Data.Notes = Notes;
bool bAttemptToCompareShot = FAutomationTestFramework::Get().OnScreenshotCaptured().ExecuteIfBound(InImageData, Data);
UE_LOG(AutomationFunctionLibrary, Log, TEXT("Screenshot captured as %s"), *Data.ScreenshotName);
FAutomationTestFramework::Get().OnScreenshotCompared.AddRaw(this, &FAutomationHighResScreenshotGrabber::OnComparisonComplete);
}
void OnComparisonComplete(const FAutomationScreenshotCompareResults& CompareResults)
{
FAutomationTestFramework::Get().OnScreenshotCompared.RemoveAll(this);
if (FAutomationTestBase* CurrentTest = FAutomationTestFramework::Get().GetCurrentTest())
{
CurrentTest->AddEvent(CompareResults.ToAutomationEvent(ScreenShotName));
}
delete this;
}
void WorldDestroyed(ULevel* InLevel, UWorld* InWorld)
{
// If the InLevel is null, it's a signal that the entire world is about to disappear, so
// go ahead and remove this widget from the viewport, it could be holding onto too many
// dangerous actor references that won't carry over into the next world.
if (InLevel == nullptr)
{
delete this;
}
}
private:
FString Context;
FString ScreenShotName;
FString Notes;
FAutomationScreenshotOptions Options;
};
#endif // WITH_AUTOMATION_TESTS
class FScreenshotTakenState : public FAutomationTaskStatusBase
{
public:
FScreenshotTakenState()
{
if (GIsAutomationTesting)
{
// When Automation test are running we hook to the FAutomationTestFramework::OnComparisonComplete instead of the
// FScreenshotRequest::OnScreenshotRequestProcessed, because with HighResScreenshot, FScreenshotRequest::OnScreenshotRequestProcessed
// is fired before comparison is completed.
FAutomationTestFramework::Get().OnScreenshotCompared.AddRaw(this, &FScreenshotTakenState::OnComparisonComplete);
}
else
{
FScreenshotRequest::OnScreenshotRequestProcessed().AddRaw(this, &FScreenshotTakenState::SetDone);
}
};
virtual ~FScreenshotTakenState()
{
#if WITH_AUTOMATION_TESTS
FAutomationTestFramework::Get().OnScreenshotCompared.RemoveAll(this);
#endif
if (!Done)
{
FScreenshotRequest::OnScreenshotRequestProcessed().RemoveAll(this);
UnlockViewport();
}
};
virtual void SetDone() override
{
FScreenshotRequest::OnScreenshotRequestProcessed().RemoveAll(this);
UnlockViewport();
Done = true;
};
void OnComparisonComplete(const FAutomationScreenshotCompareResults& CompareResults)
{
FAutomationTestFramework::Get().OnScreenshotCompared.RemoveAll(this);
SetDone();
};
void UnlockViewport()
{
#if WITH_EDITOR
if (FModuleManager::Get().IsModuleLoaded("LevelEditor"))
{
FLevelEditorModule& LevelEditor = FModuleManager::GetModuleChecked<FLevelEditorModule>("LevelEditor");
SLevelViewport* LevelViewport = LevelEditor.GetFirstActiveLevelViewport().Get();
if (LevelViewport->IsInGameView() && LevelViewport->CanToggleGameView())
{
LevelViewport->ToggleGameView();
}
FLevelEditorViewportClient& LevelViewportClient = LevelViewport->GetLevelViewportClient();
if (LevelViewportClient.IsAnyActorLocked())
{
LevelViewportClient.SetActorLock(nullptr);
LevelViewportClient.bDisableInput = false;
LevelViewportClient.bEnableFading = true;
}
}
#endif
};
};
UAutomationBlueprintFunctionLibrary::UAutomationBlueprintFunctionLibrary(const class FObjectInitializer& Initializer)
: Super(Initializer)
{
}
void UAutomationBlueprintFunctionLibrary::FinishLoadingBeforeScreenshot()
{
// Finish compiling the shaders if the platform doesn't require cooked data.
if (!FPlatformProperties::RequiresCookedData())
{
GShaderCompilingManager->FinishAllCompilation();
FModuleManager::GetModuleChecked<IAutomationControllerModule>("AutomationController").GetAutomationController()->ResetAutomationTestTimeout(TEXT("shader compilation"));
}
FlushAsyncLoading();
// Make sure we finish all level streaming
if (UGameEngine* GameEngine = Cast<UGameEngine>(GEngine))
{
if (UWorld* GameWorld = GameEngine->GetGameWorld())
{
GameWorld->FlushLevelStreaming(EFlushLevelStreamingType::Full);
}
}
// Force all mip maps to load before taking the screenshot.
UTexture::ForceUpdateTextureStreaming();
IStreamingManager::Get().StreamAllResources(0.0f);
}
FIntPoint UAutomationBlueprintFunctionLibrary::GetAutomationScreenshotSize(const FAutomationScreenshotOptions& Options)
{
// Fallback resolution if all else fails for screenshots.
uint32 ResolutionX = 1280;
uint32 ResolutionY = 720;
// First get the default set for the project.
UAutomationTestSettings const* AutomationTestSettings = GetDefault<UAutomationTestSettings>();
if (AutomationTestSettings->DefaultScreenshotResolution.GetMin() > 0)
{
ResolutionX = (uint32)AutomationTestSettings->DefaultScreenshotResolution.X;
ResolutionY = (uint32)AutomationTestSettings->DefaultScreenshotResolution.Y;
}
// If there's an override resolution, use that instead.
if (Options.Resolution.GetMin() > 0)
{
ResolutionX = (uint32)Options.Resolution.X;
ResolutionY = (uint32)Options.Resolution.Y;
}
else
{
// Failing to find an override, look for a platform override that may have been provided through the
// device profiles setup, to configure the CVars for controlling the automation screenshot size.
int32 OverrideWidth = CVarAutomationScreenshotResolutionWidth.GetValueOnGameThread();
int32 OverrideHeight = CVarAutomationScreenshotResolutionHeight.GetValueOnGameThread();
if (OverrideWidth > 0)
{
ResolutionX = (uint32)OverrideWidth;
}
if (OverrideHeight > 0)
{
ResolutionY = (uint32)OverrideHeight;
}
}
return FIntPoint(ResolutionX, ResolutionY);
}
FAutomationScreenshotData UAutomationBlueprintFunctionLibrary::BuildScreenshotData(const FString& MapOrContext, const FString& ScreenShotName, int32 Width, int32 Height)
{
FString TestName = TEXT("");
if (FFunctionalTestBase::IsFunctionalTestRunning())
{
TestName = FFunctionalTestBase::GetRunningTestName();
}
#if WITH_AUTOMATION_TESTS
FAutomationScreenshotData Data = AutomationCommon::BuildScreenshotData(MapOrContext, TestName, ScreenShotName, Width, Height);
return Data;
#else
return FAutomationScreenshotData();
#endif
}
bool UAutomationBlueprintFunctionLibrary::TakeAutomationScreenshotInternal(UObject* WorldContextObject, const FString& ScreenShotName, const FString& Notes, FAutomationScreenshotOptions Options)
{
UAutomationBlueprintFunctionLibrary::FinishLoadingBeforeScreenshot();
#if WITH_AUTOMATION_TESTS
FAutomationScreenshotTaker* TempObject = new FAutomationScreenshotTaker(WorldContextObject ? WorldContextObject->GetWorld() : nullptr, ScreenShotName, Notes, Options);
#endif
FScreenshotRequest::RequestScreenshot(false);
return true; //-V773
}
void UAutomationBlueprintFunctionLibrary::TakeAutomationScreenshot(UObject* WorldContextObject, FLatentActionInfo LatentInfo, const FString& ScreenShotName, const FString& Notes, const FAutomationScreenshotOptions& Options)
{
if ( GIsAutomationTesting )
{
if ( UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull) )
{
FLatentActionManager& LatentActionManager = World->GetLatentActionManager();
if ( LatentActionManager.FindExistingAction<FTakeScreenshotAfterTimeLatentAction>(LatentInfo.CallbackTarget, LatentInfo.UUID) == nullptr )
{
LatentActionManager.AddNewAction(LatentInfo.CallbackTarget, LatentInfo.UUID, new FTakeScreenshotAfterTimeLatentAction(LatentInfo, ScreenShotName, Notes, Options));
}
}
}
else
{
UE_LOG(AutomationFunctionLibrary, Log, TEXT("Screenshot not captured - screenshots are only taken during automation tests"));
}
}
void UAutomationBlueprintFunctionLibrary::TakeAutomationScreenshotAtCamera(UObject* WorldContextObject, FLatentActionInfo LatentInfo, ACameraActor* Camera, const FString& NameOverride, const FString& Notes, const FAutomationScreenshotOptions& Options)
{
if ( Camera == nullptr )
{
FMessageLog("PIE").Error(LOCTEXT("CameraRequired", "A camera is required to TakeAutomationScreenshotAtCamera"));
return;
}
APlayerController* PlayerController = UGameplayStatics::GetPlayerController(WorldContextObject, 0);
if ( PlayerController == nullptr )
{
FMessageLog("PIE").Error(LOCTEXT("PlayerRequired", "A player controller is required to TakeAutomationScreenshotAtCamera"));
return;
}
// Move the player, then queue up a screenshot.
// We need to delay before the screenshot so that the motion blur has time to stop.
PlayerController->SetViewTarget(Camera, FViewTargetTransitionParams());
FString ScreenshotName = Camera->GetName();
if ( !NameOverride.IsEmpty() )
{
ScreenshotName = NameOverride;
}
if ( UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull) )
{
ScreenshotName = FString::Printf(TEXT("%s_%s"), *World->GetName(), *ScreenshotName);
FLatentActionManager& LatentActionManager = World->GetLatentActionManager();
if ( LatentActionManager.FindExistingAction<FTakeScreenshotAfterTimeLatentAction>(LatentInfo.CallbackTarget, LatentInfo.UUID) == nullptr )
{
LatentActionManager.AddNewAction(LatentInfo.CallbackTarget, LatentInfo.UUID, new FTakeScreenshotAfterTimeLatentAction(LatentInfo, ScreenshotName, Notes, Options));
}
}
}
bool UAutomationBlueprintFunctionLibrary::TakeAutomationScreenshotOfUI_Immediate(UObject* WorldContextObject, const FString& ScreenShotName, const FAutomationScreenshotOptions& Options)
{
UAutomationBlueprintFunctionLibrary::FinishLoadingBeforeScreenshot();
if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull))
{
if (UGameViewportClient* GameViewport = WorldContextObject->GetWorld()->GetGameViewport())
{
TSharedPtr<SViewport> Viewport = GameViewport->GetGameViewportWidget();
if (Viewport.IsValid())
{
TArray<FColor> OutColorData;
FIntVector OutSize;
if (FSlateApplication::Get().TakeScreenshot(Viewport.ToSharedRef(), OutColorData, OutSize))
{
#if WITH_AUTOMATION_TESTS
// For UI, we only care about what the final image looks like. So don't compare alpha channel.
// In editor, scene is rendered into a PF_B8G8R8A8 RT and then copied over to the R10B10G10A2 swapchain back buffer and
// this copy ignores alpha. In game, however, scene is directly rendered into the back buffer and the alpha values are
// already meaningless at that stage.
for (int32 Idx = 0; Idx < OutColorData.Num(); ++Idx)
{
OutColorData[Idx].A = 0xff;
}
// The screenshot taker deletes itself later.
FAutomationScreenshotTaker* TempObject = new FAutomationScreenshotTaker(World, ScreenShotName, TEXT(""), Options);
FAutomationScreenshotData Data = BuildScreenshotData(World->GetName(), ScreenShotName, OutSize.X, OutSize.Y);
// Copy the relevant data into the metadata for the screenshot.
Data.bHasComparisonRules = true;
Data.ToleranceRed = Options.ToleranceAmount.Red;
Data.ToleranceGreen = Options.ToleranceAmount.Green;
Data.ToleranceBlue = Options.ToleranceAmount.Blue;
Data.ToleranceAlpha = Options.ToleranceAmount.Alpha;
Data.ToleranceMinBrightness = Options.ToleranceAmount.MinBrightness;
Data.ToleranceMaxBrightness = Options.ToleranceAmount.MaxBrightness;
Data.bIgnoreAntiAliasing = Options.bIgnoreAntiAliasing;
Data.bIgnoreColors = Options.bIgnoreColors;
Data.MaximumLocalError = Options.MaximumLocalError;
Data.MaximumGlobalError = Options.MaximumGlobalError;
GEngine->GameViewport->OnScreenshotCaptured().Broadcast(OutSize.X, OutSize.Y, OutColorData);
#endif
return true; //-V773
}
}
}
}
return false;
}
void UAutomationBlueprintFunctionLibrary::TakeAutomationScreenshotOfUI(UObject* WorldContextObject, FLatentActionInfo LatentInfo, const FString& Name, const FAutomationScreenshotOptions& Options)
{
if (TakeAutomationScreenshotOfUI_Immediate(WorldContextObject, Name, Options))
{
FLatentActionManager& LatentActionManager = WorldContextObject->GetWorld()->GetLatentActionManager();
if ( LatentActionManager.FindExistingAction<FTakeScreenshotAfterTimeLatentAction>(LatentInfo.CallbackTarget, LatentInfo.UUID) == nullptr )
{
LatentActionManager.AddNewAction(LatentInfo.CallbackTarget, LatentInfo.UUID, new FWaitForScreenshotComparisonLatentAction(LatentInfo));
}
}
}
void UAutomationBlueprintFunctionLibrary::EnableStatGroup(UObject* WorldContextObject, FName GroupName)
{
#if STATS
if (FGameThreadStatsData* StatsData = FLatestGameThreadStatsData::Get().Latest)
{
const FString GroupNameString = FString(TEXT("STATGROUP_")) + GroupName.ToString();
const FName GroupNameFull = FName(*GroupNameString, EFindName::FNAME_Find);
if(StatsData->GroupNames.Contains(GroupNameFull))
{
return;
}
}
if (APlayerController* TargetPC = UGameplayStatics::GetPlayerController(WorldContextObject, 0))
{
TargetPC->ConsoleCommand( FString(TEXT("stat ")) + GroupName.ToString() + FString(TEXT(" -nodisplay")), /*bWriteToLog=*/false);
}
#endif
}
void UAutomationBlueprintFunctionLibrary::DisableStatGroup(UObject* WorldContextObject, FName GroupName)
{
#if STATS
if (FGameThreadStatsData* StatsData = FLatestGameThreadStatsData::Get().Latest)
{
const FString GroupNameString = FString(TEXT("STATGROUP_")) + GroupName.ToString();
const FName GroupNameFull = FName(*GroupNameString, EFindName::FNAME_Find);
if (!StatsData->GroupNames.Contains(GroupNameFull))
{
return;
}
}
if (APlayerController* TargetPC = UGameplayStatics::GetPlayerController(WorldContextObject, 0))
{
TargetPC->ConsoleCommand(FString(TEXT("stat ")) + GroupName.ToString() + FString(TEXT(" -nodisplay")), /*bWriteToLog=*/false);
}
#endif
}
#if STATS
template <EComplexStatField::Type ValueType, bool bCallCount = false>
float HelperGetStat(FName StatName)
{
if (FGameThreadStatsData* StatsData = FLatestGameThreadStatsData::Get().Latest)
{
if (const FComplexStatMessage* StatMessage = StatsData->GetStatData(StatName))
{
if(bCallCount)
{
return StatMessage->GetValue_CallCount(ValueType);
}
else
{
return FPlatformTime::ToMilliseconds(StatMessage->GetValue_Duration(ValueType));
}
}
}
#if WITH_EDITOR
FText WarningOut = FText::Format(LOCTEXT("StatNotFound", "Could not find stat data for {0}, did you call ToggleStatGroup with enough time to capture data?"), FText::FromName(StatName));
FMessageLog("PIE").Warning(WarningOut);
UE_LOG(AutomationFunctionLibrary, Warning, TEXT("%s"), *WarningOut.ToString());
#endif
return 0.f;
}
#endif
float UAutomationBlueprintFunctionLibrary::GetStatIncAverage(FName StatName)
{
#if STATS
return HelperGetStat<EComplexStatField::IncAve>(StatName);
#else
return 0.0f;
#endif
}
float UAutomationBlueprintFunctionLibrary::GetStatIncMax(FName StatName)
{
#if STATS
return HelperGetStat<EComplexStatField::IncMax>(StatName);
#else
return 0.0f;
#endif
}
float UAutomationBlueprintFunctionLibrary::GetStatExcAverage(FName StatName)
{
#if STATS
return HelperGetStat<EComplexStatField::ExcAve>(StatName);
#else
return 0.0f;
#endif
}
float UAutomationBlueprintFunctionLibrary::GetStatExcMax(FName StatName)
{
#if STATS
return HelperGetStat<EComplexStatField::ExcMax>(StatName);
#else
return 0.0f;
#endif
}
float UAutomationBlueprintFunctionLibrary::GetStatCallCount(FName StatName)
{
#if STATS
return HelperGetStat<EComplexStatField::IncAve, /*bCallCount=*/true>(StatName);
#else
return 0.0f;
#endif
}
bool UAutomationBlueprintFunctionLibrary::AreAutomatedTestsRunning()
{
return GIsAutomationTesting;
}
class FWaitForLoadingToFinish : public FPendingLatentAction
{
public:
FWaitForLoadingToFinish(const FLatentActionInfo& LatentInfo, UObject* InWorldContextObject, const FAutomationWaitForLoadingOptions& InOptions)
: ExecutionFunction(LatentInfo.ExecutionFunction)
, OutputLink(LatentInfo.Linkage)
, CallbackTarget(LatentInfo.CallbackTarget)
, WorldPtr(InWorldContextObject ? InWorldContextObject->GetWorld() : nullptr)
, Options(InOptions)
{
UAutomationBlueprintFunctionLibrary::FinishLoadingBeforeScreenshot();
WaitingFrames = 0;
LastLoadTime = FPlatformTime::Seconds();
if (Options.WaitForReplicationToSettle)
{
if (UWorld* MyWorld = GetWorld())
{
FOnActorSpawned::FDelegate ActorSpawnedDelegate = FOnActorSpawned::FDelegate::CreateRaw(this, &FWaitForLoadingToFinish::OnActorSpawned);
ActorSpawnedDelegateHandle = MyWorld->AddOnActorSpawnedHandler(ActorSpawnedDelegate);
}
}
}
virtual ~FWaitForLoadingToFinish()
{
if (UWorld* MyWorld = GetWorld())
{
MyWorld->RemoveOnActorSpawnedHandler(ActorSpawnedDelegateHandle);
}
}
UWorld* GetWorld()
{
if (UWorld* World = WorldPtr.Get())
{
return World;
}
else
{
if (UGameEngine* GameEngine = Cast<UGameEngine>(GEngine))
{
return GameEngine->GetGameWorld();
}
}
return nullptr;
}
void OnActorSpawned(AActor* SpawnedActor)
{
if (SpawnedActor->GetLocalRole() != ROLE_Authority)
{
bActorReplicationDetected = true;
}
}
bool AnyLevelStreaming()
{
// Make sure we finish all level streaming
if (UWorld* World = GetWorld())
{
for (ULevelStreaming* LevelStreaming : World->GetStreamingLevels())
{
// See whether there's a level with a pending request.
if (LevelStreaming)
{
if (LevelStreaming->HasLoadRequestPending())
{
return true;
}
}
}
}
return false;
}
virtual void UpdateOperation(FLatentResponse& Response) override
{
bool bResetWaiting = false;
if (IsAsyncLoading())
{
bResetWaiting = true;
}
else if (AnyLevelStreaming())
{
bResetWaiting = true;
}
else if (bActorReplicationDetected)
{
bResetWaiting = true;
bActorReplicationDetected = false;
}
if (bResetWaiting)
{
WaitingFrames = 0;
LastLoadTime = FPlatformTime::Seconds();
}
else
{
WaitingFrames++;
}
const double WaitingTime = (FPlatformTime::Seconds() - LastLoadTime);
// Needs to have been both 60 frames, and at least 5 seconds from the last load event.
if (WaitingFrames > 60 && WaitingTime > 5)
{
Response.FinishAndTriggerIf(true, ExecutionFunction, OutputLink, CallbackTarget);
}
}
#if WITH_EDITOR
// Returns a human readable description of the latent operation's current state
virtual FString GetDescription() const override
{
return TEXT("Waiting For Loading");
}
#endif
private:
FName ExecutionFunction;
int32 OutputLink;
FWeakObjectPtr CallbackTarget;
TWeakObjectPtr<UWorld> WorldPtr;
FDelegateHandle ActorSpawnedDelegateHandle;
FAutomationWaitForLoadingOptions Options;
int32 WaitingFrames = 0;
double LastLoadTime = 0;
bool bActorReplicationDetected = false;
};
void UAutomationBlueprintFunctionLibrary::AutomationWaitForLoading(UObject* WorldContextObject, FLatentActionInfo LatentInfo, FAutomationWaitForLoadingOptions Options)
{
if (UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull))
{
FLatentActionManager& LatentActionManager = World->GetLatentActionManager();
if (LatentActionManager.FindExistingAction<FWaitForLoadingToFinish>(LatentInfo.CallbackTarget, LatentInfo.UUID) == nullptr)
{
LatentActionManager.AddNewAction(LatentInfo.CallbackTarget, LatentInfo.UUID, new FWaitForLoadingToFinish(LatentInfo, WorldContextObject, Options));
}
}
}
UAutomationEditorTask* UAutomationBlueprintFunctionLibrary::TakeHighResScreenshot(int32 ResX, int32 ResY, FString Filename, ACameraActor* Camera, bool bMaskEnabled, bool bCaptureHDR, EComparisonTolerance ComparisonTolerance, FString ComparisonNotes, float Delay)
{
UAutomationEditorTask* Task = NewObject<UAutomationEditorTask>();
FGCObjectScopeGuard TaskGuard(Task);
#if WITH_EDITOR
if (FModuleManager::Get().IsModuleLoaded("LevelEditor"))
{
if (uint32(ResX) <= GetMax2DTextureDimension() && uint32(ResY) <= GetMax2DTextureDimension())
{
FLevelEditorModule& LevelEditor = FModuleManager::GetModuleChecked<FLevelEditorModule>("LevelEditor");
SLevelViewport* LevelViewport = LevelEditor.GetFirstActiveLevelViewport().Get();
if (!LevelViewport->IsInGameView() && LevelViewport->CanToggleGameView())
{
LevelViewport->ToggleGameView();
}
// Move Viewport to Camera
if (Camera)
{
FLevelEditorViewportClient& LevelViewportClient = LevelViewport->GetLevelViewportClient();
// We set the actor lock (pilot mode) and force the viewport to match the camera now.
// We unset the actor lock later when the screenshot is done. See FScreenshotTakenState.SetDone().
LevelViewportClient.SetActorLock(Camera);
LevelViewportClient.UpdateViewForLockedActor();
LevelViewportClient.bDisableInput = true;
LevelViewportClient.bEnableFading = false;
}
FinishLoadingBeforeScreenshot();
Task->BindTask(MakeUnique<FScreenshotTakenState>());
// Delay taking the screenshot by a few frames
FTicker::GetCoreTicker().AddTicker(TEXT("ScreenshotDelay"), Delay, [LevelViewport, ComparisonTolerance, ComparisonNotes, Filename, ResX, ResY, bMaskEnabled, bCaptureHDR](float) {
FHighResScreenshotConfig& HighResScreenshotConfig = GetHighResScreenshotConfig();
HighResScreenshotConfig.SetResolution(ResX, ResY);
HighResScreenshotConfig.SetFilename(Filename);
HighResScreenshotConfig.SetMaskEnabled(bMaskEnabled);
HighResScreenshotConfig.SetHDRCapture(bCaptureHDR);
LevelViewport->GetActiveViewport()->TakeHighResScreenShot();
#if WITH_AUTOMATION_TESTS
if (GIsAutomationTesting)
{
if (FAutomationTestBase* CurrentTest = FAutomationTestFramework::Get().GetCurrentTest())
{
FString Context = CurrentTest->GetTestContext();
if (Context.IsEmpty()) { Context = CurrentTest->GetTestName(); }
FAutomationScreenshotOptions ComparisonOptions = FAutomationScreenshotOptions(ComparisonTolerance);
FAutomationHighResScreenshotGrabber* TempObject = new FAutomationHighResScreenshotGrabber(Context, Filename, ComparisonNotes, ComparisonOptions);
} //-V773
}
#endif
return false;
}
);
return Task;
}
UE_LOG(AutomationFunctionLibrary, Error, TEXT("Screenshot size exceeds the maximum allowed texture size (%d x %d)"), GetMax2DTextureDimension(), GetMax2DTextureDimension());
}
#endif
return Task;
}
void UAutomationBlueprintFunctionLibrary::AddTestTelemetryData(FString DataPoint, float Measurement, FString Context)
{
if (GIsAutomationTesting)
{
if (FAutomationTestBase* CurrentTest = FAutomationTestFramework::Get().GetCurrentTest())
{
CurrentTest->AddTelemetryData(DataPoint, Measurement, Context);
}
}
}
void UAutomationBlueprintFunctionLibrary::SetTestTelemetryStorage(FString StorageName)
{
if (GIsAutomationTesting)
{
if (FAutomationTestBase* CurrentTest = FAutomationTestFramework::Get().GetCurrentTest())
{
CurrentTest->SetTelemetryStorage(StorageName);
}
}
}
FAutomationScreenshotOptions UAutomationBlueprintFunctionLibrary::GetDefaultScreenshotOptionsForGameplay(EComparisonTolerance Tolerance, float Delay)
{
FAutomationScreenshotOptions Options;
Options.Delay = Delay;
Options.Tolerance = Tolerance;
Options.bDisableNoisyRenderingFeatures = true;
Options.bIgnoreAntiAliasing = true;
Options.SetToleranceAmounts(Tolerance);
return Options;
}
FAutomationScreenshotOptions UAutomationBlueprintFunctionLibrary::GetDefaultScreenshotOptionsForRendering(EComparisonTolerance Tolerance, float Delay)
{
FAutomationScreenshotOptions Options;
Options.Delay = Delay;
Options.Tolerance = Tolerance;
Options.bDisableNoisyRenderingFeatures = true;
Options.bIgnoreAntiAliasing = true;
Options.SetToleranceAmounts(Tolerance);
return Options;
}
void UAutomationBlueprintFunctionLibrary::AddExpectedLogError(FString ExpectedPatternString, int32 Occurrences, bool ExactMatch)
{
if (FAutomationTestBase* CurrentTest = FAutomationTestFramework::Get().GetCurrentTest())
{
CurrentTest->AddExpectedError(ExpectedPatternString, ExactMatch? EAutomationExpectedErrorFlags::Exact:EAutomationExpectedErrorFlags::Contains, Occurrences);
}
}
void UAutomationBlueprintFunctionLibrary::SetScalabilityQualityLevelRelativeToMax(UObject* WorldContextObject, int32 Value /*= 1*/)
{
Scalability::FQualityLevels Quality;
Quality.SetFromSingleQualityLevelRelativeToMax(Value);
Scalability::SetQualityLevels(Quality, true);
}
void UAutomationBlueprintFunctionLibrary::SetScalabilityQualityToEpic(UObject* WorldContextObject)
{
Scalability::FQualityLevels Quality;
Quality.SetFromSingleQualityLevelRelativeToMax(0);
Scalability::SetQualityLevels(Quality, true);
}
void UAutomationBlueprintFunctionLibrary::SetScalabilityQualityToLow(UObject* WorldContextObject)
{
Scalability::FQualityLevels Quality;
Quality.SetFromSingleQualityLevel(0);
Scalability::SetQualityLevels(Quality, true);
}
#undef LOCTEXT_NAMESPACE