Files
UnrealEngineUWP/Engine/Source/Developer/AutomationController/Public/AutomationControllerSettings.h
Jerome Delattre 2e98fecdba Test Automation - Add Keep PIE open in advance settings
+ add project config settings to change that default.

#jira UE-162059
#preflight 6307d9665a76ca27a8a800d6
#rb Chris.Constantinescu

[CL 21685895 by Jerome Delattre in ue5-main branch]
2022-08-29 15:29:28 -04:00

124 lines
3.1 KiB
C++

// Copyright Epic Games, Inc. All Rights Reserved.
#pragma once
#include "Containers/Array.h"
#include "Containers/UnrealString.h"
#include "CoreMinimal.h"
#include "HAL/Platform.h"
#include "UObject/Object.h"
#include "UObject/ObjectMacros.h"
#include "UObject/SoftObjectPath.h"
#include "UObject/UObjectGlobals.h"
#include "AutomationControllerSettings.generated.h"
/*
* Describes a filter for a test group.
*/
USTRUCT()
struct FAutomatedTestFilter
{
GENERATED_USTRUCT_BODY()
public:
FAutomatedTestFilter(FString InContains, bool InMatchFromStart = false, bool InMatchFromEnd = false)
: Contains(InContains), MatchFromStart(InMatchFromStart), MatchFromEnd(InMatchFromEnd)
{
}
FAutomatedTestFilter() : FAutomatedTestFilter(TEXT("")) {}
/** String that the test must contain */
UPROPERTY(Config)
FString Contains;
/** If true start matching from the start of the string, else anywhere */
UPROPERTY(Config)
bool MatchFromStart;
/** If true start matching from the end of the string, else anywhere */
UPROPERTY(Config)
bool MatchFromEnd;
};
/*
* Describes a group of tests. Each group has a name and a set of filters that determine group membership
*/
USTRUCT()
struct FAutomatedTestGroup
{
GENERATED_USTRUCT_BODY()
public:
UPROPERTY(Config)
FString Name;
UPROPERTY(Config)
TArray<FAutomatedTestFilter> Filters;
};
/**
* Implements the Editor's user settings.
*/
UCLASS(config = Engine, defaultconfig)
class AUTOMATIONCONTROLLER_API UAutomationControllerSettings : public UObject
{
GENERATED_UCLASS_BODY()
public:
/** List of user-defined test groups */
UPROPERTY(Config)
TArray<FAutomatedTestGroup> Groups;
/** Whether to suppress log from test results (default=false) */
UPROPERTY(Config)
bool bSuppressLogErrors;
/** Whether to suppress log warnings from test results (default=false) */
UPROPERTY(Config)
bool bSuppressLogWarnings;
/** Whether to treat log warnings as log errors (default=true) */
UPROPERTY(Config)
bool bElevateLogWarningsToErrors;
/** Log categories where warnings/errors will not affect the result of tests. A finer-grained way of preventing rogue systems from leading to test warnings/errors */
UPROPERTY(Config)
TArray<FString> SuppressedLogCategories;
/** Whether to keep the PIE Open in the editor at the end of a test pass (default=false) */
UPROPERTY(Config)
bool bKeepPIEOpen;
private:
/** Whether to treat log warnings as test errors (default=true) */
UPROPERTY(Config, Meta = (DeprecatedProperty, DeprecationMessage = "Use bElevateLogWarningsToErrors instead."))
bool bTreatLogWarningsAsTestErrors;
public:
/** How long to wait between test updates (default=1sec)*/
UPROPERTY(Config)
float CheckTestIntervalSeconds;
/** The maximum response wait time for detecting a lost game instance (default=300sec)*/
UPROPERTY(Config)
float GameInstanceLostTimerSeconds;
/** Path to where telemetry files are saved (default=<project>/Saved/Automation/Telemetry/)*/
UPROPERTY(Config)
FString TelemetryDirectory;
/** Whether to reset data stored in telemetry file (default=false) */
UPROPERTY(Config)
bool bResetTelemetryStorageOnNewSession;
virtual void PostInitProperties() override;
};