Files
UnrealEngineUWP/Engine/Source/Developer/AutomationController/AutomationController.Build.cs
jerome delattre ef7a418217 Improve test exclusion list mechanic
* Rename blacklist to excludelist (requested by high management)
* Support section exclusion rule to be able to exclude entire section of tests (ie PathTracing is only supported on Win64 for now)
* Mark excluded test as skipped in the report instead of entirely removed for test list. Check for exclusion just before running the test.
* Remove NotEnoughParticipant state in favor of Skipped (same conditions lead to Skipped state with appropriate messaging)
* Add support for exclusion management from the Test Automation window. (added a column at the end of each row)
* Expose device information to UE test report
* Add support for metadata in Gauntlet test report for Horde

Limitations:
* Management through the UI is limited to which test is available through in the active worker node. That's mean Runtime only tests are not listed from a worker that is Editor(the default) and platform specific are not clearly identified.
* For platforms, the mechanic to access their config and save it will remain to be done. In the meantime, it needs to be done manually through the target platform config file.

#jira UE-125960
#jira UE-125974

#ROBOMERGE-AUTHOR: jerome.delattre
#ROBOMERGE-SOURCE: CL 17607554 in //UE5/Main/...
#ROBOMERGE-BOT: STARSHIP (Main -> Release-Engine-Test) (v871-17566257)

[CL 17607557 by jerome delattre in ue5-release-engine-test branch]
2021-09-23 09:35:30 -04:00

65 lines
1.4 KiB
C#

// Copyright Epic Games, Inc. All Rights Reserved.
namespace UnrealBuildTool.Rules
{
public class AutomationController : ModuleRules
{
public AutomationController(ReadOnlyTargetRules Target) : base(Target)
{
PublicDependencyModuleNames.AddRange(
new string[]
{
"Core",
"CoreUObject",
"AutomationTest",
}
);
PrivateDependencyModuleNames.AddRange(
new string[]
{
"AssetRegistry",
"AutomationMessages",
"UnrealEdMessages",
"MessageLog",
"Json",
"JsonUtilities",
"ScreenShotComparisonTools",
"HTTP",
"AssetRegistry"
}
);
if (Target.bBuildEditor)
{
PrivateDependencyModuleNames.AddRange(
new string[] {
"EditorFramework",
"UnrealEd",
"Engine", // Needed for UWorld/GWorld to find current level
}
);
}
PublicIncludePathModuleNames.AddRange(
new string[]
{
"AutomationTest"
}
);
PrivateIncludePathModuleNames.AddRange(
new string[]
{
"MessagingCommon"
}
);
if (Target.bCompileAgainstEngine && Target.Configuration != UnrealTargetConfiguration.Shipping)
{
PrecompileForTargets = PrecompileTargetsType.Any;
}
}
}
}