Files
UnrealEngineUWP/Engine/Source/Developer/FunctionalTesting/Private/Tests/ClientFuncTestPerforming.cpp
Nick Darnell 6d921f179a Copying //UE4/Dev-Editor to Dev-Main (//UE4/Dev-Main)
#lockdown Nick.Penwarden

==========================
MAJOR FEATURES + CHANGES
==========================

Change 2771249 on 2015/11/18 by Joe.Tidmarsh

	Ensure that UCircularThrobber's Radius determines the widget's desired size when a child of UCanvasPanelSlot.
	#jira UE-23186

Change 2794402 on 2015/12/08 by Joe.Tidmarsh

	Reverting recent changes to Circular throbber. It's unintuative to enforce Size To Content. Will find some other solution.

Change 2803507 on 2015/12/15 by Richard.TalbotWatkin

	BSP poly extrusion can now only be done in the normal direction of the poly.
	#jira UE-24168 - BSP face breaks off when extruding on Y or Z axes

Change 2803510 on 2015/12/15 by Richard.TalbotWatkin

	Building new static mesh LODs now initializes override vertex colors based on LOD0.
	#jira UE-23747 - CLONE - if LODs are generated for meshes with vertex colors in a level the vertex colors dont propagate to the LOD in the level

Change 2808877 on 2015/12/18 by Alexis.Matte

	Make sure the delta scale sign is swap when we have multiple axis with different sign current axis value
	#jira UE-21574

	#codereview nick.darnell

Change 2810114 on 2015/12/21 by Alexis.Matte

	#jira UE-23769
	We now expose a message telling the user that we found some mesh that are not reference by any scene node in the fbx file.

	#codereview nick.darnell

Change 2810211 on 2015/12/21 by Richard.TalbotWatkin

	Fixed issue with Show Only Selected not showing members of actor groups.
	#jira UE-24453 - CLONE - Show Selected is broken for certain Orion meshes

Change 2811035 on 2015/12/22 by Alexis.Matte

	#jira UE-24671
	Polish UI

	#codereview nick.darnell

Change 2811123 on 2015/12/22 by Alexis.Matte

	#jira UE-21936
	We now can decide which fbx sdk compatibility version we can use when exportting to a fbx file.

	#codereview nick.darnell

Change 2812830 on 2015/12/28 by Richard.TalbotWatkin

	Prevent engine assets' properties from having project assets assigned to them.
	#jira UE-18215 - Details panel: prevent engine content from referencing game content

Change 2812854 on 2015/12/28 by Richard.TalbotWatkin

	Fixed issue where floating windows were having their border size erroneously added again and again.  Allowed PIE windows to not respect work area bounds if they are created centered, so that they can overlap off the edge of the screen.
	#jira UE-24465 - 10 Pixels Added to Width & Height of Floating Editor Windows Each Time Project is Reopened
	#jira UE-24364 - "Always Center Window to Screen" No Longer Functioning in New Editor Window (PIE)

Change 2812875 on 2015/12/28 by Alexis.Matte

	#jira ue-22237
	first implementation for skeletal mesh scene import and reimport. Small refator to remove duplicate code in different fbx list ui.

	#codereview nick.darnell

Change 2813172 on 2015/12/29 by Alexis.Matte

	#jira ue-21656

	Partial submit, the base code is there to add all light type with there properties.

	#codereview nick.darnell

Change 2813403 on 2015/12/30 by Richard.TalbotWatkin

	PIE in New Editor Window now respects the Game Gets Mouse Control setting.  This provides a workaround for UE-24824 where attempting to drag a PIE window fails due to the viewport capturing and locking the mouse to itself in FSceneViewport::OnFocusReceived.

Change 2813429 on 2015/12/30 by Alexis.Matte

	#jira ue-21656
	-spotlight and point light support fbx attenuation
	-fix the light orientation so now directional and spotlight point to the same direction of the fbx

	#codereview nick.darnell

Change 2813456 on 2015/12/30 by Alexis.Matte

	#jira ue-21656

	-Import the camera from fbx

	#codereview nick.darnell

Change 2813457 on 2015/12/30 by Richard.TalbotWatkin

	Fixed issues with the code which determines whether the user is attempting to assign a game asset/class to an engine asset's property.
	#jira UE-18215 - Details panel: prevent engine content from referencing game content

Change 2813475 on 2015/12/30 by Richard.TalbotWatkin

	Removed erroneous debug code.

Change 2814451 on 2016/01/04 by Joe.Tidmarsh

	Fixed Tint colour for circular throbber.
	#jira UE-24445

Change 2814546 on 2016/01/04 by Richard.TalbotWatkin

	Force Message Log to update its category list if a new category is added while it is open.
	#jira UE-24266 - Message Log not updating Categories in Real-Time

Change 2814613 on 2016/01/04 by Alexis.Matte

[CL 2851481 by Nick Darnell in Main branch]
2016-02-01 14:57:29 -05:00

114 lines
3.2 KiB
C++

// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
#include "FunctionalTestingPrivatePCH.h"
#include "AutomationCommon.h"
#if WITH_DEV_AUTOMATION_TESTS
#define LOCTEXT_NAMESPACE "FunctionalTesting"
DEFINE_LOG_CATEGORY_STATIC(LogFunctionalTesting, Log, All);
DEFINE_LATENT_AUTOMATION_COMMAND(FWaitForFTestsToFinish);
bool FWaitForFTestsToFinish::Update()
{
return FFunctionalTestingModule::Get()->IsRunning() == false;
}
DEFINE_LATENT_AUTOMATION_COMMAND(FTriggerFTests);
bool FTriggerFTests::Update()
{
IFuncTestManager* Manager = FFunctionalTestingModule::Get();
if (Manager->IsFinished())
{
// if tests have been already triggered by level script just make sure it's not looping
if (Manager->IsRunning())
{
FFunctionalTestingModule::Get()->SetLooping(false);
}
else
{
FFunctionalTestingModule::Get()->RunAllTestsOnMap(false, false);
}
}
return true;
}
DEFINE_LATENT_AUTOMATION_COMMAND(FStartFTestsOnMap);
bool FStartFTestsOnMap::Update()
{
//should really be wait until the map is properly loaded....in PIE or gameplay....
//ADD_LATENT_AUTOMATION_COMMAND(FWaitLatentCommand(10.f));
ADD_LATENT_AUTOMATION_COMMAND(FTriggerFTests);
ADD_LATENT_AUTOMATION_COMMAND(FWaitForFTestsToFinish);
return true;
}
/**
*
*/
// create test base class
IMPLEMENT_COMPLEX_AUTOMATION_TEST(FClientFunctionalTestingMapsBase, "Project.Maps.Client Functional Testing", (EAutomationTestFlags::ClientContext | EAutomationTestFlags::EditorContext | EAutomationTestFlags::ProductFilter))
/**
* Requests a enumeration of all maps to be loaded
*/
void FClientFunctionalTestingMapsBase::GetTests(TArray<FString>& OutBeautifiedNames, TArray <FString>& OutTestCommands) const
{
TArray<FString> FileList;
// Look directly on disk. Very slow!
FPackageName::FindPackagesInDirectory(FileList, *FPaths::GameContentDir());
// Iterate over all files, adding the ones with the map extension..
for (int32 FileIndex = 0; FileIndex < FileList.Num(); FileIndex++)
{
const FString& Filename = FileList[FileIndex];
// Disregard filenames that don't have the map extension if we're in MAPSONLY mode.
if (FPaths::GetExtension(Filename, true) == FPackageName::GetMapPackageExtension())
{
if (FAutomationTestFramework::GetInstance().ShouldTestContent(Filename))
{
const FString BaseFilename = FPaths::GetBaseFilename(Filename);
// Disregard filenames that don't have the map extension if we're in MAPSONLY mode.
if (BaseFilename.Find(TEXT("FTEST_")) == 0)
{
OutBeautifiedNames.Add(BaseFilename);
OutTestCommands.Add(Filename);
}
}
}
}
}
/**
* Execute the loading of each map and performance captures
*
* @param Parameters - Should specify which map name to load
* @return TRUE if the test was successful, FALSE otherwise
*/
bool FClientFunctionalTestingMapsBase::RunTest(const FString& Parameters)
{
FString MapName = Parameters;
bool bCanProceed = AutomationOpenMap(MapName);
if (bCanProceed)
{
ADD_LATENT_AUTOMATION_COMMAND(FStartFTestsOnMap());
return true;
}
UE_LOG(LogFunctionalTesting, Error, TEXT("Failed to start the %s map (possibly due to BP compilation issues)"), *MapName);
return false;
}
#undef LOCTEXT_NAMESPACE
#endif //WITH_DEV_AUTOMATION_TESTS