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47 lines
1.3 KiB
C++
47 lines
1.3 KiB
C++
// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "UObject/ObjectMacros.h"
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#include "FunctionalTest.h"
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#include "AutomationScreenshotOptions.h"
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#include "ScreenshotFunctionalTest.generated.h"
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/**
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*
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*/
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UCLASS(Blueprintable)
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class FUNCTIONALTESTING_API AScreenshotFunctionalTest : public AFunctionalTest
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{
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GENERATED_BODY()
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public:
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AScreenshotFunctionalTest(const FObjectInitializer& ObjectInitializer);
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#if WITH_EDITOR
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virtual bool CanEditChange(const UProperty* InProperty) const override;
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virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent) override;
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#endif
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// Tests relying on temporal effects can force a camera cut to flush stale data
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera", SimpleDisplay)
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bool bCameraCutOnScreenshotPrep;
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protected:
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virtual void PrepareTest() override;
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virtual bool IsReady_Implementation() override;
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virtual void StartTest() override;
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void OnScreenshotTakenAndCompared();
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protected:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Camera", SimpleDisplay)
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class UCameraComponent* ScreenshotCamera;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Screenshot", SimpleDisplay)
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FAutomationScreenshotOptions ScreenshotOptions;
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};
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