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1) Editor viewports now display at high DPI by default for better Gen5-console feeling in editor on high DPI monitors. 2) Realtime editor viewports now display at screen percentage based on the display pixel count. Fix screen percentage independent of the pixel range could either render not enough pixel at low display resolution or be too slow at high display resolution. Given the level editor viewport can scale in size based on editor user layout preference, monitor, the screen percentage automatically scalling based on display pixel count gives a better experience of quality consistency/GPU cost for rendering frame, especially when going level editor fullscreen with F11 or not. The curve to compute rendering resolution from display resolution is in BaseEngine.ini 3) Non-realtime editor viewports still display at a screen percentage based on OS DPI scale, independent of the display pixel count because use spatial upscaler and therefore need consistent sharpness not worst than editor fonts, but keep same rendering resolution as before to not increase out of GPU memory errors. The performance of potentially rendering at high resolution than a realtime viewport is ignored given the non real-time viewports are not rendering every frame. 4) PIE viewports now override r.ScreenPercentage by default to have consistent resolution quality and performance between realtime editor viewport and gameplay viewport by default without risk of introducing out of GPU memory errors loosing possibly unsaved editor work if the game's graphic settings default to a screen percentage higher. To advertise discoverability of this change, any update to the r.ScreenPercentage cvar will lead to a message display in console/log if overriden by editor settings or dynamic resolution settings. 5) As much as a project can change the default anti-aliasing method, can also configure on a per project basis the default screen percentage behavior in project preference that the editor user can then override locally for his/her own use with his editor settings. For instance mobile only or forward renderer MSAA only video games. 6) When working very high end work-in progress rendering tech project in a econemic context where lattest GPUs are hard to get, the range of GPU performance can vary greatly between contributor of the same projects. To provide more robustness for lowerend GPU of collegues with tech not yet scaling, the project settings now offer a MaxRenderingResolution for editor viewports that can also be overriden on a per user basis. 7) Automated screenshot already takes care of forcing r.ScreenPercentage. #rb none #preflight 61e58d4a873f2ea48f33facd #ROBOMERGE-AUTHOR: guillaume.abadie #ROBOMERGE-SOURCE: CL 18633512 in //UE5/Release-5.0/... via CL 18633532 via CL 18633538 #ROBOMERGE-BOT: UE5 (Release-Engine-Test -> Main) (v899-18417669) [CL 18637384 by guillaume abadie in ue5-main branch]
1385 lines
46 KiB
C++
1385 lines
46 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#include "AutomationBlueprintFunctionLibrary.h"
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#include "HAL/IConsoleManager.h"
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#include "Misc/AutomationTest.h"
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#include "EngineGlobals.h"
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#include "UnrealClient.h"
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#include "Camera/CameraActor.h"
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#include "Camera/PlayerCameraManager.h"
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#include "Engine/Texture.h"
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#include "Engine/GameViewportClient.h"
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#include "Kismet/GameplayStatics.h"
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#include "Engine/Engine.h"
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#if WITH_EDITOR
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#include "Editor/EditorEngine.h"
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#include "Editor.h"
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#include "HighResScreenshot.h"
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#include "LevelEditor.h"
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#include "IAssetViewport.h"
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#include "LevelEditorViewport.h"
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#endif
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#include "Tests/AutomationCommon.h"
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#include "Logging/MessageLog.h"
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#include "TakeScreenshotAfterTimeLatentAction.h"
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#include "HighResScreenshot.h"
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#include "Slate/SceneViewport.h"
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#include "Tests/AutomationTestSettings.h"
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#include "Slate/WidgetRenderer.h"
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#include "DelayAction.h"
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#include "Widgets/SViewport.h"
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#include "Framework/Application/SlateApplication.h"
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#include "ShaderCompiler.h"
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#include "AutomationBlueprintFunctionLibrary.h"
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#include "BufferVisualizationData.h"
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#include "Engine/LocalPlayer.h"
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#include "ContentStreaming.h"
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#include "Stats/StatsData.h"
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#include "HAL/PlatformProperties.h"
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#include "IAutomationControllerModule.h"
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#include "Scalability.h"
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#include "SceneViewExtension.h"
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#include "SceneView.h"
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#include "Engine/GameEngine.h"
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#include "Engine/LevelStreaming.h"
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#include "Templates/UnrealTemplate.h"
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#include "UObject/GCObjectScopeGuard.h"
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#include "Containers/Ticker.h"
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#include "IImageWrapper.h"
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#include "IImageWrapperModule.h"
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#include "ImageWrapperHelper.h"
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#include "Misc/FileHelper.h"
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#if WITH_EDITOR
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#include "SLevelViewport.h"
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#endif
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#include "FunctionalTestBase.h"
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#define LOCTEXT_NAMESPACE "Automation"
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DEFINE_LOG_CATEGORY_STATIC(BlueprintAssertion, Error, Error)
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DEFINE_LOG_CATEGORY_STATIC(AutomationFunctionLibrary, Log, Log)
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static TAutoConsoleVariable<int32> CVarAutomationScreenshotResolutionWidth(
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TEXT("AutomationScreenshotResolutionWidth"),
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0,
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TEXT("The width of automation screenshots."),
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ECVF_Default);
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static TAutoConsoleVariable<int32> CVarAutomationScreenshotResolutionHeight(
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TEXT("AutomationScreenshotResolutionHeight"),
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0,
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TEXT("The height of automation screenshots."),
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ECVF_Default);
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bool UAutomationEditorTask::IsValidTask() const
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{
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return Task.IsValid();
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}
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void UAutomationEditorTask::BindTask(TUniquePtr<FAutomationTaskStatusBase> inTask)
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{
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Task = MoveTemp(inTask);
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}
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bool UAutomationEditorTask::IsTaskDone() const
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{
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return IsValidTask() && Task->IsDone();
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}
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#if WITH_AUTOMATION_TESTS
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template<typename T>
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FConsoleVariableSwapperTempl<T>::FConsoleVariableSwapperTempl(FString InConsoleVariableName)
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: bModified(false)
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, ConsoleVariableName(InConsoleVariableName)
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{
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}
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template<typename T>
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void FConsoleVariableSwapperTempl<T>::Set(T Value)
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{
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IConsoleVariable* ConsoleVariable = IConsoleManager::Get().FindConsoleVariable(*ConsoleVariableName);
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if (ensure(ConsoleVariable))
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{
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if (bModified == false)
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{
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bModified = true;
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OriginalValue = ConsoleVariable->GetInt();
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}
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ConsoleVariable->AsVariable()->SetWithCurrentPriority(Value);
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}
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}
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template<>
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void FConsoleVariableSwapperTempl<float>::Set(float Value)
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{
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IConsoleVariable* ConsoleVariable = IConsoleManager::Get().FindConsoleVariable(*ConsoleVariableName);
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if (ensure(ConsoleVariable))
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{
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if (bModified == false)
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{
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bModified = true;
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OriginalValue = ConsoleVariable->GetFloat();
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}
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// I need these overrides to superseded anything the user does while taking the shot.
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ConsoleVariable->AsVariable()->SetWithCurrentPriority(Value);
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}
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}
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template<typename T>
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void FConsoleVariableSwapperTempl<T>::Restore()
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{
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if (bModified)
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{
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IConsoleVariable* ConsoleVariable = IConsoleManager::Get().FindConsoleVariable(*ConsoleVariableName);
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if (ensure(ConsoleVariable))
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{
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// First we stomp the current with the original, then restore the original flags
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// so that code continues to treat it using whatever source it was from originally, code, cmdline..etc.
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ConsoleVariable->AsVariable()->SetWithCurrentPriority(OriginalValue);
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}
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bModified = false;
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}
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}
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class FAutomationViewExtension : public FWorldSceneViewExtension
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{
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public:
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FAutomationViewExtension(const FAutoRegister& AutoRegister, UWorld* InWorld, FAutomationScreenshotOptions& InOptions, float InCurrentTimeToSimulate)
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: FWorldSceneViewExtension(AutoRegister, InWorld)
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, Options(InOptions)
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{
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}
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/** ISceneViewExtension interface */
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virtual void SetupView(FSceneViewFamily& InViewFamily, FSceneView& InView)
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{
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//if (Options.VisualizeBuffer != NAME_None)
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//{
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// InViewFamily.ViewMode = VMI_VisualizeBuffer;
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// InViewFamily.EngineShowFlags.SetVisualizeBuffer(true);
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// InViewFamily.EngineShowFlags.SetTonemapper(false);
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// if (GetBufferVisualizationData().GetMaterial(Options.VisualizeBuffer) == NULL)
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// {
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// InView.CurrentBufferVisualizationMode = Options.VisualizeBuffer;
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// }
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//}
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}
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virtual void SetupViewFamily(FSceneViewFamily& InViewFamily) override
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{
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if (UAutomationViewSettings* ViewSettings = Options.ViewSettings)
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{
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// Turn off common show flags for noisy sources of rendering.
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FEngineShowFlags& ShowFlags = InViewFamily.EngineShowFlags;
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ShowFlags.SetAntiAliasing(ViewSettings->AntiAliasing);
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ShowFlags.SetMotionBlur(ViewSettings->MotionBlur);
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ShowFlags.SetTemporalAA(ViewSettings->TemporalAA);
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ShowFlags.SetScreenSpaceReflections(ViewSettings->ScreenSpaceReflections);
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ShowFlags.SetScreenSpaceAO(ViewSettings->ScreenSpaceAO);
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ShowFlags.SetDistanceFieldAO(ViewSettings->DistanceFieldAO);
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ShowFlags.SetContactShadows(ViewSettings->ContactShadows);
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ShowFlags.SetEyeAdaptation(ViewSettings->EyeAdaptation);
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ShowFlags.SetBloom(ViewSettings->Bloom);
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}
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if (Options.bOverride_OverrideTimeTo)
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{
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// Turn off time the ultimate source of noise.
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InViewFamily.Time = FGameTime::CreateUndilated(Options.OverrideTimeTo, 0.0f);
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}
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if (Options.bDisableNoisyRenderingFeatures)
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{
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//// Turn off common show flags for noisy sources of rendering.
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//InViewFamily.EngineShowFlags.SetAntiAliasing(false);
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//InViewFamily.EngineShowFlags.SetMotionBlur(false);
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//InViewFamily.EngineShowFlags.SetTemporalAA(false);
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//InViewFamily.EngineShowFlags.SetScreenSpaceReflections(false);
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////InViewFamily.EngineShowFlags.SetScreenSpaceAO(false);
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////InViewFamily.EngineShowFlags.SetDistanceFieldAO(false);
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//InViewFamily.EngineShowFlags.SetContactShadows(false);
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//InViewFamily.EngineShowFlags.SetEyeAdaptation(false);
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//TODO Auto Exposure?
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//TODO EyeAdaptation Gamma?
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// Disable screen percentage.
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//InViewFamily.EngineShowFlags.SetScreenPercentage(false);
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}
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if (Options.bDisableTonemapping)
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{
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//InViewFamily.EngineShowFlags.SetEyeAdaptation(false);
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//InViewFamily.EngineShowFlags.SetTonemapper(false);
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}
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}
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virtual void BeginRenderViewFamily(FSceneViewFamily& InViewFamily) {}
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virtual void PreRenderViewFamily_RenderThread(FRHICommandListImmediate& RHICmdList, FSceneViewFamily& InViewFamily) {}
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virtual void PreRenderView_RenderThread(FRHICommandListImmediate& RHICmdList, FSceneView& InView) {}
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/** We always want to go last. */
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virtual int32 GetPriority() const override { return MIN_int32; }
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private:
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FAutomationScreenshotOptions Options;
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};
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FAutomationTestScreenshotEnvSetup::FAutomationTestScreenshotEnvSetup()
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: DefaultFeature_AntiAliasing(TEXT("r.AntiAliasingMethod"))
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, DefaultFeature_AutoExposure(TEXT("r.DefaultFeature.AutoExposure"))
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, DefaultFeature_MotionBlur(TEXT("r.DefaultFeature.MotionBlur"))
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, MotionBlurQuality(TEXT("r.MotionBlurQuality"))
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, ScreenSpaceReflectionQuality(TEXT("r.SSR.Quality"))
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, EyeAdaptationQuality(TEXT("r.EyeAdaptationQuality"))
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, ContactShadows(TEXT("r.ContactShadows"))
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, TonemapperGamma(TEXT("r.TonemapperGamma"))
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, TonemapperSharpen(TEXT("r.Tonemapper.Sharpen"))
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, ScreenPercentage(TEXT("r.ScreenPercentage"))
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, ScreenPercentageMode(TEXT("r.ScreenPercentage.Mode"))
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, EditorViewportOverrideGameScreenPercentage(TEXT("r.Editor.Viewport.OverridePIEScreenPercentage"))
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, SecondaryScreenPercentage(TEXT("r.SecondaryScreenPercentage.GameViewport"))
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{
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}
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FAutomationTestScreenshotEnvSetup::~FAutomationTestScreenshotEnvSetup()
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{
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}
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void FAutomationTestScreenshotEnvSetup::Setup(UWorld* InWorld, FAutomationScreenshotOptions& InOutOptions)
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{
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check(IsInGameThread());
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WorldPtr = InWorld;
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if (InOutOptions.bDisableNoisyRenderingFeatures)
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{
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DefaultFeature_AntiAliasing.Set(0);
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DefaultFeature_AutoExposure.Set(0);
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DefaultFeature_MotionBlur.Set(0);
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MotionBlurQuality.Set(0);
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ScreenSpaceReflectionQuality.Set(0);
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ContactShadows.Set(0);
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EyeAdaptationQuality.Set(0);
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TonemapperGamma.Set(2.2f);
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//TonemapperSharpen.Set(0);
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}
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else if (InOutOptions.bDisableTonemapping)
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{
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EyeAdaptationQuality.Set(0);
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TonemapperGamma.Set(2.2f);
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//TonemapperSharpen.Set(0);
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}
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// Forces ScreenPercentage=100
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{
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if (GIsEditor)
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{
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EditorViewportOverrideGameScreenPercentage.Set(0);
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}
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ScreenPercentageMode.Set(0);
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ScreenPercentage.Set(100.f);
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}
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// Ignore High-DPI settings
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SecondaryScreenPercentage.Set(100.f);
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InOutOptions.SetToleranceAmounts(InOutOptions.Tolerance);
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const float InCurrentTimeToSimulate = 0.0f;
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AutomationViewExtension = FSceneViewExtensions::NewExtension<FAutomationViewExtension>(InWorld, InOutOptions, InCurrentTimeToSimulate);
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// TODO - I don't like needing to set this here. Because the gameviewport uses a console variable, it wins.
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if (UGameViewportClient* ViewportClient = GEngine->GameViewport)
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{
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static IConsoleVariable* ICVar = IConsoleManager::Get().FindConsoleVariable(FBufferVisualizationData::GetVisualizationTargetConsoleCommandName());
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if (ICVar)
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{
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if (ViewportClient->GetEngineShowFlags())
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{
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ViewportClient->GetEngineShowFlags()->SetVisualizeBuffer(InOutOptions.VisualizeBuffer == NAME_None ? false : true);
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ViewportClient->GetEngineShowFlags()->SetTonemapper(InOutOptions.VisualizeBuffer == NAME_None ? true : false);
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ICVar->Set(*InOutOptions.VisualizeBuffer.ToString());
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}
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}
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}
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}
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void FAutomationTestScreenshotEnvSetup::Restore()
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{
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check(IsInGameThread());
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DefaultFeature_AntiAliasing.Restore();
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DefaultFeature_AutoExposure.Restore();
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DefaultFeature_MotionBlur.Restore();
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MotionBlurQuality.Restore();
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ScreenSpaceReflectionQuality.Restore();
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EyeAdaptationQuality.Restore();
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ContactShadows.Restore();
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TonemapperGamma.Restore();
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//TonemapperSharpen.Restore();
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ScreenPercentage.Restore();
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ScreenPercentageMode.Restore();
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EditorViewportOverrideGameScreenPercentage.Restore();
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SecondaryScreenPercentage.Restore();
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AutomationViewExtension.Reset();
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if (UGameViewportClient* ViewportClient = GEngine->GameViewport)
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{
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static IConsoleVariable* ICVar = IConsoleManager::Get().FindConsoleVariable(FBufferVisualizationData::GetVisualizationTargetConsoleCommandName());
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if (ICVar)
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{
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if (ViewportClient->GetEngineShowFlags())
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{
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ViewportClient->GetEngineShowFlags()->SetVisualizeBuffer(false);
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ViewportClient->GetEngineShowFlags()->SetTonemapper(true);
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ICVar->Set(TEXT(""));
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}
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}
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}
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}
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class FAutomationScreenshotTaker
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{
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public:
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FAutomationScreenshotTaker(UWorld* InWorld, const FString& InScreenShotName, const FString& InNotes, FAutomationScreenshotOptions InOptions)
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: World(InWorld)
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, ScreenShotName(InScreenShotName)
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, Notes(InNotes)
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, Options(InOptions)
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, bNeedsViewportSizeRestore(false)
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, bDeleteQueued(false)
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{
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EnvSetup.Setup(InWorld, Options);
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if (!FPlatformProperties::HasFixedResolution())
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{
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FSceneViewport* GameViewport = GEngine->GameViewport ? GEngine->GameViewport->GetGameViewport() : nullptr;
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if (GameViewport)
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{
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#if WITH_EDITOR
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// In the editor we can only attempt to re-size standalone viewports
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UEditorEngine* EditorEngine = Cast<UEditorEngine>(GEngine);
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const bool bIsPIEViewport = GameViewport->IsPlayInEditorViewport();
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const bool bIsNewViewport = InWorld && EditorEngine && EditorEngine->WorldIsPIEInNewViewport(InWorld);
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if (!bIsPIEViewport || bIsNewViewport)
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#endif
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{
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ViewportRestoreSize = GameViewport->GetSize();
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FIntPoint ScreenshotViewportSize = UAutomationBlueprintFunctionLibrary::GetAutomationScreenshotSize(InOptions);
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GameViewport->SetViewportSize(ScreenshotViewportSize.X, ScreenshotViewportSize.Y);
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bNeedsViewportSizeRestore = true;
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}
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}
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}
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FlushRenderingCommands();
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GEngine->GameViewport->OnScreenshotCaptured().AddRaw(this, &FAutomationScreenshotTaker::GrabScreenShot);
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FWorldDelegates::LevelRemovedFromWorld.AddRaw(this, &FAutomationScreenshotTaker::WorldDestroyed);
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FScreenshotRequest::OnScreenshotRequestProcessed().AddRaw(this, &FAutomationScreenshotTaker::OnScreenshotProcessed);
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}
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virtual ~FAutomationScreenshotTaker()
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{
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FAutomationTestFramework::Get().OnScreenshotCompared.RemoveAll(this);
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FScreenshotRequest::OnScreenshotRequestProcessed().RemoveAll(this);
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if (GEngine->GameViewport)
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{
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// remove before we restore the viewport's size - a resize can trigger a redraw, which would trigger OnScreenshotCaptured() again (endless loop)
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GEngine->GameViewport->OnScreenshotCaptured().RemoveAll(this);
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}
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FWorldDelegates::LevelRemovedFromWorld.RemoveAll(this);
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if (!FPlatformProperties::HasFixedResolution() && bNeedsViewportSizeRestore)
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{
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if (GEngine->GameViewport)
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{
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FSceneViewport* GameViewport = GEngine->GameViewport->GetGameViewport();
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GameViewport->SetViewportSize(ViewportRestoreSize.X, ViewportRestoreSize.Y);
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}
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}
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EnvSetup.Restore();
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FAutomationTestFramework::Get().NotifyScreenshotTakenAndCompared();
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}
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void DeleteSelfNextFrame()
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{
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if (!bDeleteQueued)
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{
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FTSTicker::GetCoreTicker().AddTicker(TEXT("ScreenshotCleanup"), 0.1, [this](float) {
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delete this;
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return false;
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});
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bDeleteQueued = true;
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}
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}
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void GrabScreenShot(int32 InSizeX, int32 InSizeY, const TArray<FColor>& InImageData)
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{
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check(IsInGameThread());
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if (World.IsValid())
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{
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FAutomationScreenshotData Data = UAutomationBlueprintFunctionLibrary::BuildScreenshotData(World->GetName(), ScreenShotName, InSizeX, InSizeY);
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// Copy the relevant data into the metadata for the screenshot.
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Data.bHasComparisonRules = true;
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Data.ToleranceRed = Options.ToleranceAmount.Red;
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Data.ToleranceGreen = Options.ToleranceAmount.Green;
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Data.ToleranceBlue = Options.ToleranceAmount.Blue;
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Data.ToleranceAlpha = Options.ToleranceAmount.Alpha;
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Data.ToleranceMinBrightness = Options.ToleranceAmount.MinBrightness;
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Data.ToleranceMaxBrightness = Options.ToleranceAmount.MaxBrightness;
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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())
|
|
{
|
|
// we don't delete directly because of the risk of conflicting with an already in flight
|
|
// request to delete ourselves
|
|
World.Reset();
|
|
DeleteSelfNextFrame();
|
|
}
|
|
}
|
|
|
|
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
|
|
FTSTicker::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;
|
|
}
|
|
|
|
bool UAutomationBlueprintFunctionLibrary::CompareImageAgainstReference(FString InImagePath, FString ComparisonName, EComparisonTolerance InTolerance, FString InNotes, UObject* WorldContextObject)
|
|
{
|
|
#if WITH_AUTOMATION_TESTS
|
|
if (GIsAutomationTesting)
|
|
{
|
|
const FString ImageExtension = FPaths::GetExtension(InImagePath);
|
|
const EImageFormat ImageFormat = ImageWrapperHelper::GetImageFormat(ImageExtension);
|
|
|
|
IImageWrapperModule& ImageWrapperModule = FModuleManager::GetModuleChecked<IImageWrapperModule>(FName("ImageWrapper"));
|
|
TSharedPtr<IImageWrapper> ImageReader = ImageWrapperModule.CreateImageWrapper(ImageFormat);
|
|
if (!ImageReader.IsValid())
|
|
{
|
|
UE_LOG(AutomationFunctionLibrary, Error, TEXT("Unable to locate image processor for {0} file format"), *ImageExtension);
|
|
return false;
|
|
}
|
|
|
|
TArray64<uint8> ImageData;
|
|
const bool OpenSuccess = FFileHelper::LoadFileToArray(ImageData, *InImagePath);
|
|
|
|
if (!OpenSuccess)
|
|
{
|
|
UE_LOG(AutomationFunctionLibrary, Error, TEXT("Unable to read image {0}"), *InImagePath);
|
|
return false;
|
|
}
|
|
|
|
if (!ImageReader->SetCompressed(ImageData.GetData(), ImageData.Num()))
|
|
{
|
|
UE_LOG(AutomationFunctionLibrary, Error, TEXT("Unable to parse image {0}"), *InImagePath);
|
|
return false;
|
|
}
|
|
|
|
if (ImageReader->GetBitDepth() != 8)
|
|
{
|
|
UE_LOG(AutomationFunctionLibrary, Error, TEXT("Automation can only compare 8bit depth channel. {0} has {1}bit per channel."), *InImagePath, *FString::FromInt(ImageReader->GetBitDepth()));
|
|
return false;
|
|
}
|
|
|
|
const int32 Width = ImageReader->GetWidth();
|
|
const int32 Height = ImageReader->GetHeight();
|
|
TArray<FColor> ImageDataDecompressed;
|
|
ImageDataDecompressed.SetNum(Width * Height);
|
|
|
|
if (!ImageReader->GetRaw(ERGBFormat::BGRA, 8, TArrayView64<uint8>((uint8*)ImageDataDecompressed.GetData(), ImageDataDecompressed.Num() * 4)))
|
|
{
|
|
UE_LOG(AutomationFunctionLibrary, Error, TEXT("Unable to decompress image {0}"), *InImagePath);
|
|
return false;
|
|
}
|
|
|
|
if (ComparisonName.IsEmpty())
|
|
{
|
|
ComparisonName = FPaths::GetBaseFilename(InImagePath);
|
|
}
|
|
|
|
FString Context = TEXT("");
|
|
if (FFunctionalTestBase::IsFunctionalTestRunning() && WorldContextObject != nullptr)
|
|
{
|
|
// Functional tests have a different rule to name their test, mainly because part of the full test name is a path.
|
|
// So, to keep name short and still comprehensible, we are going to use the map name + the actor label instead.
|
|
UWorld* World = GEngine->GetWorldFromContextObject(WorldContextObject, EGetWorldErrorMode::LogAndReturnNull);
|
|
Context = World != nullptr ? World->GetName() : TEXT("UnknownMap");
|
|
Context += TEXT(".") + FFunctionalTestBase::GetRunningTestName();
|
|
}
|
|
|
|
RequestImageComparison(ComparisonName, Width, Height, ImageDataDecompressed, (EAutomationComparisonToleranceLevel)InTolerance, Context, InNotes);
|
|
|
|
return true;
|
|
}
|
|
#endif
|
|
UE_LOG(AutomationFunctionLibrary, Warning, TEXT("Can compare image only during test automation."));
|
|
return false;
|
|
}
|
|
|
|
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
|