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#lockdown Nick.Penwarden #rb none ========================== MAJOR FEATURES + CHANGES ========================== Change 3106449 on 2016/08/30 by Michael.Dupuis #jira UETOOL-229 Added generic command icons used in Edit Menu (including contextual menu) Change 3133997 on 2016/09/21 by Alex.Delesky #jira UE-34079 - FSceneView parameter for FBatchedElements::Draw is no longer an optional parameter. Change 3134132 on 2016/09/21 by Jamie.Dale Added the "unattended" flag when running the localzation commandlets via UAT Change 3134147 on 2016/09/21 by Frank.Fella Core - Add multitouch support to windows. Change 3134349 on 2016/09/21 by Michael.Dupuis #jira UE-36151 Update the title bar to display the branch also Change 3134355 on 2016/09/21 by Michael.Dupuis #jira UE-36041 When initially creating a projet and trying to add everything to source control, also add the uproject file Change 3134447 on 2016/09/21 by Alexis.Matte #jira UE-36064 The SpriteComponent is now properly reused when duplicating a light. Change 3134451 on 2016/09/21 by Alexis.Matte #jira UE-22782 Make sure when we re-import we dont try to match the mesh name if the option bCombineToSingle is true Change 3134457 on 2016/09/21 by Jamie.Dale FInternationalization::Leetify now deals with escape sequences correctly. This also changes it to mark all leetified text with the start and end marker, and the unit tests have been updated accordingly. Change 3134685 on 2016/09/21 by Matt.Kuhlenschmidt Cleaned up some of the UI for the new material slot workflow (part 1) Change 3134743 on 2016/09/21 by Matt.Kuhlenschmidt Fix crash clicking OK to the import mesh dialog in persona when a path is not selected. The OK button is now disabled until a valid path is selected Change 3134760 on 2016/09/21 by Matt.Kuhlenschmidt Guard against cascade crash if cascade was shutdown but there is an old cascade particle system component in the undo buffer that attempts to refresh cascade Change 3134837 on 2016/09/21 by Matt.Kuhlenschmidt Fix static analysis warnings in this file Change 3134939 on 2016/09/21 by Nick.Darnell Automation - Moving the functional testing hooks for the editor into a plugin, the goal is to make it so you don't have to see all the extra stuff automation adds to the editor until the game project needs it. Refactoring the way automation messages are serialized, no longer relying on a comma delimited string to serialize automation data. Improving the filter for automation window so it lets you put in a path, and find it that way. Fixing RunTests from the commandline so that it properly finds the tests, instead of jumping out of the loop as soon as it finds any one match. Change 3134941 on 2016/09/21 by Nick.Darnell Automation - Functional tests now support warnings as errors on a per test basis. Continued itteration on screenshot comparison. Change 3135051 on 2016/09/21 by Matt.Kuhlenschmidt Fixed size of material slots in persona details panel Change 3135076 on 2016/09/21 by Nick.Darnell Automation - Adding a missing file. Change 3135584 on 2016/09/22 by Gareth.Martin Removed unused ULandscapeInfo::BeginDestroy Slight cleanup to FLandscapeEditDataInterface::DeleteLayer Change 3135585 on 2016/09/22 by Gareth.Martin New Count algo Const'd Copy/Accumulate/Transform Change 3135599 on 2016/09/22 by Gareth.Martin Resolve crash if a Landscape Layer Info object is force deleted while it is in use :( #jira UE-35709 Change 3135724 on 2016/09/22 by Michael.Dupuis #jira UE-32662 Remove old migration code that was causing this side effect Change 3135726 on 2016/09/22 by Nick.Darnell Slate - Removing the SLATE_PRE_MULTIPLY macro. Change 3135730 on 2016/09/22 by Nick.Darnell UMG - Exposing the 2D hit location that the WidgetInteractionComponent hit on the WidgetComponent. Change 3135738 on 2016/09/22 by Matt.Kuhlenschmidt Ensure any handles to the backbuffer are released before the backbuffer is resized https://jira.it.epicgames.net/browse/UE-30488 Change 3135810 on 2016/09/22 by Ben.Marsh Build: Compile tools before running automated tests. Change 3135993 on 2016/09/22 by Matt.Kuhlenschmidt Ensure you can unpause after toggling play/pause with a keyboard shortcut. We were processing the keybinding on key down AND up which caused the unpause to instantly pause again https://jira.it.epicgames.net/browse/UE-36276 Change 3136257 on 2016/09/22 by Matt.Kuhlenschmidt Fixed assign of materials to components not working if you multi-select multiple components of a blueprint and assign the material. The construction script was running before all the material had been set on all components. Change 3136318 on 2016/09/22 by Alex.Delesky #jira UE-7405 - Forcing the mouse cursor to show and then clicking inside the viewport will no longer cause the mouse to lose focus Change 3136494 on 2016/09/22 by Matt.Kuhlenschmidt Fix crash restarting a mission in Odin Change 3136741 on 2016/09/22 by Cody.Albert Fixed SButton and SWidget to not multiply color and opacity, since that's already being done by SCompoundWidget #jira UE-36322 Change 3137711 on 2016/09/23 by Matt.Kuhlenschmidt Added guard against slate rendering with deleted materials. In this will now be caught with a looged with the deleted material name. Change 3137713 on 2016/09/23 by Matt.Kuhlenschmidt Removed the pooled draw elements stuff which is not used Change 3137791 on 2016/09/23 by Nick.Darnell MediaPlayer - Removing .png from one of the style files, as that's not required. Was causing warnings to be logged on load. Change 3137793 on 2016/09/23 by Nick.Darnell Localization - Adjusting some log statements to say with instead of w/ Change 3137796 on 2016/09/23 by Nick.Darnell Slate - Adding missing and replacing corrupted style files in the editor. Change 3137864 on 2016/09/23 by Matt.Kuhlenschmidt Fixed "actors are referenced are you sure you want to delete" dialog appearing when you are copying a lot of actors to another level Change 3137876 on 2016/09/23 by Jamie.Dale Added allocation tagging to MProf2 This hooks into the existing FScopeCycleCounterUObject used by the stats system to track object tags (object, package, and class) when an allocation is made. Tags should be in the format "Category:Tag", and the "Tag" part may include "/" to create levels in the tag hierarchy (as shown in the MProf2 tool). #jira UETOOL-950 Change 3137982 on 2016/09/23 by Gareth.Martin Added Invoke() support to CopyIf Change 3137983 on 2016/09/23 by Gareth.Martin Added ULandscapeInfo::ForAllLandscapeProxies to clean up a lot of horrible code - Removed some dependencies on ALandscape and ALandscapeStreamingProxy in the process :) Also made FLandscapeEditorLayerSettings's constructor explicit to clean up some other horrible code Change 3138053 on 2016/09/23 by Matt.Kuhlenschmidt Fixed Child Actor Template properties not visible after changing Child Actor Class Change 3138079 on 2016/09/23 by Jamie.Dale Fixing some Clang warnings Change 3138087 on 2016/09/23 by Jamie.Dale Added GetResourceSizeEx and GetResourceSizeBytes, and deprecated GetResourceSize GetResourceSizeEx populates a struct which reports not only how much memory is allocated, but also which arenas the memory was allocated from. GetResourceSizeBytes just wraps a call to GetResourceSizeEx and returns the total size from all arenas (this has the same behavior as the now deprecated GetResourceSize). Classes that used to override GetResourceSize should instead override GetResourceSizeEx and report their allocations as appropriate. #jira UETOOL-952 Change 3138127 on 2016/09/23 by Gareth.Martin Fixed crash when merging levels containing landscape #jira UE-36267 Change 3138821 on 2016/09/23 by Stephan.Jiang Fixes "Select all input node" doesn't work properly on output node. #jira UE-36335 Change 3138915 on 2016/09/23 by Stephan.Jiang Disable "select all linked nodes" for output nodes in material editor Change 3139341 on 2016/09/25 by Nick.Darnell Automation - Moving the Blueprint Compiler Tests into the RuntimeTests plugin, and making the context client only since that's the only valid place to runt these tests. Change 3139342 on 2016/09/25 by Nick.Darnell Landscape - Fixing some compiler errors on mac. Change 3139345 on 2016/09/25 by Nick.Darnell Automation - Spelling and cleanup. Change 3139346 on 2016/09/25 by Nick.Darnell Engine - Changing a check to an ensure, there's no reason to crash if this happens. Change 3139347 on 2016/09/25 by Nick.Darnell Automation - Making EFunctionalTestResult a BlueprintType Change 3139348 on 2016/09/25 by Nick.Darnell Automation - Adding another test map. Change 3139676 on 2016/09/26 by Michael.Dupuis #jira UE-32335 If we are a config object simply permit the transaction for undo/redo Change 3139702 on 2016/09/26 by Nick.Darnell UMG - Making GetLocalHitLocation on UWidgetComponent virtual. Change 3139760 on 2016/09/26 by Alexis.Matte Make sure we remove override materials from the list when the mesh point by the component has less materials. #jira UE-28845 Change 3139761 on 2016/09/26 by Alex.Delesky Added additional validation code to FPropertyNode to now properly validate TMap value and key nodes. #jira none Change 3139843 on 2016/09/26 by Alex.Delesky #jira UE-36066 - Clearing all options from a ComboBox String when selecting an option will now also clear out the selected text correctly. Change 3139880 on 2016/09/26 by Frank.Fella QAGame - Update multitouch test with less crashy assets? Change 3139908 on 2016/09/26 by Matt.Kuhlenschmidt Fix selections having the potential to be out of sync after undo/redo Change 3139928 on 2016/09/26 by Nick.Darnell Automation - tweaking the test maps some more. Change 3140646 on 2016/09/26 by Matt.Kuhlenschmidt Fix false positive with the test for vaild materials being rendered by slate. Change 3140912 on 2016/09/26 by Frank.Fella Core - Fix multitouch ifdef which was preventing it from actually being enabled.Also update test level blueprint so that it's actually testable. Change 3141218 on 2016/09/27 by Matt.Kuhlenschmidt PR #2798: BP open anim interferes with mouse movement (Contributed by projectgheist) Change 3141223 on 2016/09/27 by Jamie.Dale Updated UTextProperty::Identical to no longer compare display strings all the time It was supposed to compare the identity at runtime as the display string can change at runtime. This was preventing FText properties from being used in TSet/TMap as the hash needs to be consistent. #jira UE-36456 Change 3141242 on 2016/09/27 by Richard.TalbotWatkin Fixed various issues where making changes to components in the Blueprint Editor could cause a crash if there is an active component in the component visualizer. #jira UE-36402 - Editor crash when adding a spline component after having deleted another spline component Duplicated CL 3139370 from //UE4/Release-4.13 Duplicated CL 3139878 from //UE4/Release-4.13 Change 3141323 on 2016/09/27 by Michael.Dupuis #jira UE-35081 Enable bDisplayEngineVersionInBadge by default Change 3141798 on 2016/09/27 by tim.gautier Added UMG_DisplayWidget Change 3143038 on 2016/09/28 by Jamie.Dale Added extra context to FTableRowBase::OnPostDataImport It now takes the owning data table and the row name as parameters. This allows is to do more useful fix-up that depends on the context of where it's used (such as stabilized text keys). Change 3143039 on 2016/09/28 by Jamie.Dale Optimized UTextProperty::Identical to use a pointer comparison rather than read out the identity Only texts which have the same display string pointer can have the same identity, so this is a much faster check. Change 3143098 on 2016/09/28 by Gareth.Martin Fixed crash when loading duplicated landscape levels #jira UE-34890 Change 3143300 on 2016/09/28 by Gareth.Martin Fixed crash when duplicating a level containing a landscape through the content browser #jira UE-34890 Change 3143389 on 2016/09/28 by Jamie.Dale LastResort is no longer staged in shipping builds You can now use the Content/SlateDebug folder to store any Slate resources that shouldn't be used in a shipping build (either for the Engine or for a game). This also removes the old bUsesSlateEditorStyle hack as everything should have migrated away from that now. Change 3143565 on 2016/09/28 by Matt.Kuhlenschmidt Fixed this file Change 3143717 on 2016/09/28 by Michael.Dupuis Fixed lowercase Change 3143798 on 2016/09/28 by Matt.Kuhlenschmidt Fixed StreamingPauseRendering code to not attempt to tick the scene viewport on the slate loading thread while where are blocked on level streaming. The viewport is rendered once and the render target is passed to slate instead of the entire viewport Change 3143820 on 2016/09/28 by Alexis.Matte Use the PersonaToolikit to get the mesh Change 3143833 on 2016/09/28 by Matt.Kuhlenschmidt Added guard for UE-36499 Change 3144144 on 2016/09/28 by Matt.Kuhlenschmidt Fix constructor init order Change 3144821 on 2016/09/29 by Jamie.Dale Fixed feedback loop in FSlateEditableTextLayout::ComputeDesiredSize If the wrapping width is less than the scrollbar width, the scrollbar could constantly re-appear and then disappear. Change 3144867 on 2016/09/29 by Matt.Kuhlenschmidt Added a commandlet to allow command line importing of any asset type the engine supports. - Intermediate checkin Change 3144875 on 2016/09/29 by Nick.Darnell Automation - Adding CornellBox example map, fixing some additional tests, removing the Movement Test. Change 3144975 on 2016/09/29 by Matt.Kuhlenschmidt Disable auto-applying of scalability settings The user will still be asked if the settings should be applied but if they do nothing the notification will just go away without setting stuff. Change 3145274 on 2016/09/29 by Jamie.Dale New asset menu no longer has a scrollbar on most displays Change 3146004 on 2016/09/29 by Matt.Barnes Adding two FBX test files to help facilitate QA coverage on the new material/section workflow. Change 3146377 on 2016/09/30 by Gareth.Martin Fixed landscape rendering errors after using the "change component size" tool - also affected initial import of a landscape+weightmaps #jira UE-34518 Change 3146455 on 2016/09/30 by Jamie.Dale Fixing more menus that had scrollbars due to only being able to use half the vertical resolution Change 3146466 on 2016/09/30 by Gareth.Martin Fixed not being able to erase foliage attached to BSP #jira UE-36297 Change 3146471 on 2016/09/30 by Jamie.Dale Can no longer localize sequences via the Content Browser Change 3146569 on 2016/09/30 by Jamie.Dale Fixed UGatherTextFromSourceCommandlet::ParseSourceText being able to underflow while parsing Change 3147116 on 2016/09/30 by Michael.Dupuis #jira UE-33068 Update selection once after the bulk operation so the AssetContextMenu will have a proper selection, but only perform this if we're not in UserSearchingMode (which mean AssetPicker) Change 3148091 on 2016/10/01 by Matt.Barnes Adding a map and relevant assets to facilitate testing around the new material blueprint nodes - GetMaterialSlotNames, GetMaterialIndex, and SetMaterialByName, respectively Change 3148714 on 2016/10/03 by Nick.Darnell PR #2770: [Git plugin] Fix bug where history and merging do not work if the user has format.pretty settings in their gitconfig (Contributed by SRombauts) #jira UE-35568 Change 3148793 on 2016/10/03 by Nick.Darnell Automation - TPS for SM_Cornellbox Change 3148801 on 2016/10/03 by Nick.Darnell PR #2820: [WidgetBlueprintLibrary] Throwing Essential-Functionality-Understanding PIE Errors when Player Controller ptr not supplied (Contributed by EverNewJoy) #jira UE-36711 Change 3148805 on 2016/10/03 by Nick.Darnell PR #2822: Add missing base includes and forward declarations for UProgressBar and UTextBlock (Contributed by error454) #jira UE-36715 Change 3148813 on 2016/10/03 by Nick.Darnell UMG - The retainer now contains the SVirtualWindow directly in the hierarchy. This should now make it possible to reliably focus elements inside the retainer widget. Change 3148855 on 2016/10/03 by Gareth.Martin Fixed performance regression when importing landscape heightmaps #jira UE-36659 Change 3149482 on 2016/10/03 by Cody.Albert Added link to Support landing page to Help menu #jira UE-36603 Change 3149520 on 2016/10/03 by tim.gautier Edited UMG_Behavior - Collapsed now has a toggleable state to demonstrate functionality. Change 3149945 on 2016/10/04 by Gareth.Martin Fixed invisible landscape components when using tessellation on landscape material #jira UE-35494 Change 3149951 on 2016/10/04 by Gareth.Martin Reduced material update log spam when creating and editing landscapes - Some will remain, landscape fundementally manipulates a lot of material instances #jira UE-34440 Change 3150143 on 2016/10/04 by Matt.Kuhlenschmidt Fix not crashing when trying to clear objects which have a specific class filter in the property settings https://jira.it.epicgames.net/browse/UE-36692 Change 3150614 on 2016/10/04 by Nick.Darnell Git - Disabling some logging in non-debug builds of the git source control plugin. Change 3151647 on 2016/10/05 by Matt.Kuhlenschmidt Fix loc warnings in these files (duplicate loc keys) Change 3151679 on 2016/10/05 by Nick.Darnell Editor - Fixing the build, removing the VREditor module from the dynamically loaded list. Change 3151722 on 2016/10/05 by Gareth.Martin Fix breakage to LandscapeEdModeSplineTools.cpp caused by Dev-VREditor from main integration Change 3151816 on 2016/10/05 by Gareth.Martin Fixed more breakage to Landscape caused by Dev-VREditor from main integration [CL 3152072 by Matt Kuhlenschmidt in Main branch]
576 lines
22 KiB
C++
576 lines
22 KiB
C++
// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "GameFramework/Actor.h"
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#include "Math/RandomStream.h"
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#include "FunctionalTest.generated.h"
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class UBillboardComponent;
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//Experimental effort at automated cpu captures from the functional testing.
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class FFunctionalTestExternalProfiler : public FScopedExternalProfilerBase
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{
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public:
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void StartProfiler(const bool bWantPause){ StartScopedTimer(bWantPause); }
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void StopProfiler(){StopScopedTimer();}
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};
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// Used to measure a distribution
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struct FStatisticalFloat
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{
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public:
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FStatisticalFloat()
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: MinValue(0.0)
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, MaxValue(0.0)
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, Accumulator(0.0)
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, NumSamples(0)
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{
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}
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void AddSample(double Value)
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{
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if (NumSamples == 0)
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{
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MinValue = MaxValue = Value;
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}
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else
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{
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MinValue = FMath::Min(MinValue, Value);
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MaxValue = FMath::Max(MaxValue, Value);
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}
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Accumulator += Value;
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++NumSamples;
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}
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double GetMinValue() const
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{
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return MinValue;
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}
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double GetMaxValue() const
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{
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return MaxValue;
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}
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double GetAvgValue() const
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{
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return Accumulator / (double)NumSamples;
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}
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int32 GetCount() const
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{
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return NumSamples;
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}
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private:
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double MinValue;
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double MaxValue;
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double Accumulator;
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int32 NumSamples;
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};
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struct FStatsData
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{
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FStatsData() :NumFrames(0), SumTimeSeconds(0.0f){}
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uint32 NumFrames;
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uint32 SumTimeSeconds;
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FStatisticalFloat FrameTimeTracker;
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FStatisticalFloat GameThreadTimeTracker;
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FStatisticalFloat RenderThreadTimeTracker;
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FStatisticalFloat GPUTimeTracker;
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};
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/** A set of simple perf stats recorded over a period of frames. */
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struct FUNCTIONALTESTING_API FPerfStatsRecord
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{
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FPerfStatsRecord(FString InName);
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FString Name;
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/** Stats data for the period we're interested in timing. */
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FStatsData Record;
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/** Stats data for the baseline. */
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FStatsData Baseline;
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float GPUBudget;
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float RenderThreadBudget;
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float GameThreadBudget;
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void SetBudgets(float InGPUBudget, float InRenderThreadBudget, float InGameThreadBudget);
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void Sample(UWorld* Owner, float DeltaSeconds, bool bBaseline);
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FString GetReportString()const;
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FString GetBaselineString()const;
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FString GetRecordString()const;
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FString GetOverBudgetString()const;
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void GetGPUTimes(double& OutMin, double& OutMax, double& OutAvg)const;
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void GetGameThreadTimes(double& OutMin, double& OutMax, double& OutAvg)const;
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void GetRenderThreadTimes(double& OutMin, double& OutMax, double& OutAvg)const;
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bool IsWithinGPUBudget()const;
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bool IsWithinGameThreadBudget()const;
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bool IsWithinRenderThreadBudget()const;
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};
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UENUM(BlueprintType)
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enum class EComparisonMethod : uint8
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{
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Equal_To,
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Not_Equal_To,
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Greater_Than_Or_Equal_To,
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Less_Than_Or_Equal_To,
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Greater_Than,
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Less_Than
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};
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/**
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* Class for use with functional tests which provides various performance measuring features.
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* Recording of basic, unintrusive performance stats.
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* Automatic captures using external CPU and GPU profilers.
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* Triggering and ending of writing full stats to a file.
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*/
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UCLASS(Blueprintable)
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class FUNCTIONALTESTING_API UAutomationPerformaceHelper : public UObject
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{
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GENERATED_BODY()
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TArray<FPerfStatsRecord> Records;
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bool bRecordingBasicStats;
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bool bRecordingBaselineBasicStats;
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bool bRecordingCPUCapture;
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bool bRecordingStatsFile;
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/** If true we check the GPU times vs GPU budget each tick and trigger a GPU trace if we fall below budget.*/
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bool bGPUTraceIfBelowBudget;
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public:
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UAutomationPerformaceHelper();
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//Begin basic stat recording
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UFUNCTION(BlueprintCallable, Category = Perf)
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void Tick(float DeltaSeconds);
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/** Adds a sample to the stats counters for the current performance stats record. */
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UFUNCTION(BlueprintCallable, Category = Perf)
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void Sample(float DeltaSeconds);
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/** Begins recording a new named performance stats record. We start by recording the baseline */
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UFUNCTION(BlueprintCallable, Category = Perf)
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void BeginRecordingBaseline(FString RecordName);
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/** Stops recording the baseline and moves to the main record. */
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UFUNCTION(BlueprintCallable, Category = Perf)
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void EndRecordingBaseline();
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/** Begins recording a new named performance stats record. We start by recording the baseline. */
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UFUNCTION(BlueprintCallable, Category = Perf)
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void BeginRecording(FString RecordName, float InGPUBudget, float InRenderThreadBudget, float InGameThreadBudget);
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/** Stops recording performance stats. */
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UFUNCTION(BlueprintCallable, Category = Perf)
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void EndRecording();
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/** Writes the current set of performance stats records to a csv file in the profiling directory. An additional directory and an extension override can also be used. */
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UFUNCTION(BlueprintCallable, Category = Perf)
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void WriteLogFile(const FString& CaptureDir, const FString& CaptureExtension);
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/** Returns true if this stats tracker is currently recording performance stats. */
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UFUNCTION(BlueprintCallable, Category = Perf)
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bool IsRecording() const;
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/** Does any init work across all tests.. */
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UFUNCTION(BlueprintCallable, Category = Perf)
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void OnBeginTests();
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/** Does any final work needed as all tests are complete. */
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UFUNCTION(BlueprintCallable, Category = Perf)
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void OnAllTestsComplete();
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const FPerfStatsRecord* GetCurrentRecord() const;
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FPerfStatsRecord* GetCurrentRecord();
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UFUNCTION(BlueprintCallable, Category = Perf)
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bool IsCurrentRecordWithinGPUBudget() const;
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UFUNCTION(BlueprintCallable, Category = Perf)
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bool IsCurrentRecordWithinGameThreadBudget() const;
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UFUNCTION(BlueprintCallable, Category = Perf)
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bool IsCurrentRecordWithinRenderThreadBudget() const;
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//End basic stats recording.
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// Automatic traces capturing
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/** Communicates with external profiler to being a CPU capture. */
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UFUNCTION(BlueprintCallable, Category = Perf)
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void StartCPUProfiling();
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/** Communicates with external profiler to end a CPU capture. */
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UFUNCTION(BlueprintCallable, Category = Perf)
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void StopCPUProfiling();
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/** Will trigger a GPU trace next time the current test falls below GPU budget. */
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UFUNCTION(BlueprintCallable, Category = Perf)
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void TriggerGPUTraceIfRecordFallsBelowBudget();
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/** Begins recording stats to a file. */
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UFUNCTION(BlueprintCallable, Category = Perf)
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void BeginStatsFile(const FString& RecordName);
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/** Ends recording stats to a file. */
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UFUNCTION(BlueprintCallable, Category = Perf)
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void EndStatsFile();
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FFunctionalTestExternalProfiler ExternalProfiler;
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/** The path and base name for all output files. */
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FString OutputFileBase;
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FString StartOfTestingTime;
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};
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UENUM(BlueprintType)
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enum class EFunctionalTestResult : uint8
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{
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/**
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* When finishing a test if you use Default, you're not explicitly stating if the test passed or failed.
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* Instead you're a
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*/
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Default,
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Invalid,
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Error,
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Running,
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Failed,
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Succeeded
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};
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DECLARE_DYNAMIC_MULTICAST_DELEGATE(FFunctionalTestEventSignature);
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DECLARE_DELEGATE_OneParam(FFunctionalTestDoneSignature, class AFunctionalTest*);
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UCLASS(hidecategories=( Actor, Input, Rendering ), Blueprintable)
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class FUNCTIONALTESTING_API AFunctionalTest : public AActor
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{
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GENERATED_BODY()
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public:
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AFunctionalTest(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
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private_subobject:
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DEPRECATED_FORGAME(4.6, "SpriteComponent should not be accessed directly, please use GetSpriteComponent() function instead. SpriteComponent will soon be private and your code will not compile.")
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UPROPERTY()
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UBillboardComponent* SpriteComponent;
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protected:
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Functional Testing")
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uint32 bIsEnabled:1;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Functional Testing")
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uint32 bWarningsAsErrors:1;
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Functional Testing", meta=( MultiLine="true" ))
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FString Description;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Functional Testing")
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AActor* ObservationPoint;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Functional Testing", AdvancedDisplay)
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FRandomStream RandomNumbersStream;
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public:
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UPROPERTY(BlueprintReadWrite, Category="Functional Testing")
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EFunctionalTestResult Result;
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/** The Test's time limit for preparation, this is the time it has to return true when checking IsReady(). '0' means no limit. */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Timeout")
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float PreparationTimeLimit;
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/** Test's time limit. '0' means no limit */
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UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Timeout")
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float TimeLimit;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category="Timeout", meta=( MultiLine="true" ))
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FText TimesUpMessage;
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/** If test is limited by time this is the result that will be returned when time runs out */
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UPROPERTY(EditAnywhere, Category="Timeout")
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EFunctionalTestResult TimesUpResult;
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public:
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/** Called when the test is started */
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UPROPERTY(BlueprintAssignable)
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FFunctionalTestEventSignature OnTestStart;
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/** Called when the test is finished. Use it to clean up */
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UPROPERTY(BlueprintAssignable)
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FFunctionalTestEventSignature OnTestFinished;
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UPROPERTY(Transient)
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TArray<AActor*> AutoDestroyActors;
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FString FailureMessage;
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#if WITH_EDITORONLY_DATA
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UPROPERTY()
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class UFuncTestRenderingComponent* RenderComp;
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UPROPERTY()
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class UTextRenderComponent* TestName;
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#endif // WITH_EDITORONLY_DATA
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/** List of causes we need a re-run. */
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TArray<FName> RerunCauses;
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/** Cause of the current rerun if we're in a named rerun. */
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FName CurrentRerunCause;
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public:
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/**
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* Assert that a boolean value is true.
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* @param Message The message to display if the assert fails ("Assertion Failed: 'Message' for context ''")
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*/
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UFUNCTION(BlueprintCallable, Category = "Asserts", meta = ( HidePin = "ContextObject", DefaultToSelf = "ContextObject"))
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void AssertTrue(bool Condition, FString Message, const UObject* ContextObject = nullptr);
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/**
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* Assert that a boolean value is false.
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* @param Message The message to display if the assert fails ("Assertion Failed: 'Message' for context ''")
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*/
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UFUNCTION(BlueprintCallable, Category = "Asserts", meta = ( HidePin = "ContextObject", DefaultToSelf = "ContextObject"))
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void AssertFalse(bool Condition, FString Message, const UObject* ContextObject = nullptr);
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/**
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* Assert that a UObject is valid
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* @param Message The message to display if the object is invalid ("Invalid object: 'Message' for context ''")
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*/
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UFUNCTION(BlueprintCallable, Category = "Asserts", meta = ( HidePin = "ContextObject", DefaultToSelf = "ContextObject"))
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void AssertIsValid(UObject* Object, FString Message, const UObject* ContextObject = nullptr);
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/**
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* Assert on a relationship between two integers.
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* @param What A name to use in the message if the assert fails (What: expected {Actual} to be <ShouldBe> {Expected} for context '')
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*/
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UFUNCTION(BlueprintCallable, Category = "Asserts", DisplayName = "Assert Value (int)", meta = ( HidePin = "ContextObject", DefaultToSelf = "ContextObject"))
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void AssertValue_Int(int32 Actual, EComparisonMethod ShouldBe, int32 Expected, const FString& What, const UObject* ContextObject = nullptr);
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/**
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* Assert on a relationship between two floats.
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* @param What A name to use in the message if the assert fails (What: expected {Actual} to be <ShouldBe> {Expected} for context '')
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*/
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UFUNCTION(BlueprintCallable, Category = "Asserts", DisplayName = "Assert Value (float)", meta = ( HidePin = "ContextObject", DefaultToSelf = "ContextObject"))
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void AssertValue_Float(float Actual, EComparisonMethod ShouldBe, float Expected, const FString& What, const UObject* ContextObject = nullptr);
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/**
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* Assert on a relationship between two DateTimes.
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* @param What A name to use in the message if the assert fails (What: expected {Actual} to be <ShouldBe> {Expected} for context '')
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*/
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UFUNCTION(BlueprintCallable, Category = "Asserts", DisplayName = "Assert Value (DateTime)", meta = ( HidePin = "ContextObject", DefaultToSelf = "ContextObject"))
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void AssertValue_DateTime(FDateTime Actual, EComparisonMethod ShouldBe, FDateTime Expected, const FString& What, const UObject* ContextObject = nullptr);
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/**
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* Assert that two transforms are (components memberwise - translation, rotation, scale) equal within a small tolerance.
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* @param What A name to use in the message if the assert fails ("Expected 'What' to be {Expected} but it was {Actual} for context ''")
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*/
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UFUNCTION(BlueprintCallable, Category = "Asserts", DisplayName = "Assert Equal (Transform)", meta = ( HidePin = "ContextObject", DefaultToSelf = "ContextObject"))
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void AssertEqual_Transform(const FTransform Actual, const FTransform Expected, const FString& What, const UObject* ContextObject = nullptr);
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/**
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* Assert that two floats are equal within tolerance between two floats.
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* @param What A name to use in the message if the assert fails (What: expected {Actual} to be Equal To {Expected} within Tolerance for context '')
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*/
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UFUNCTION(BlueprintCallable, Category = "Asserts", DisplayName = "Assert Equal (Float)", meta = ( HidePin = "ContextObject", DefaultToSelf = "ContextObject"))
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void AssertEqual_Float(const float Actual, const float Expected, const FString& What, float Tolerance = 1.e-4, const UObject* ContextObject = nullptr);
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/**
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* Assert that two transforms are (components memberwise - translation, rotation, scale) not equal within a small tolerance.
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* @param What A name to use in the message if the assert fails ("Expected 'What' not to be {Expected} but it was {Actual} for context ''")
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*/
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UFUNCTION(BlueprintCallable, Category = "Asserts", DisplayName = "Assert Not Equal (Transform)", meta = ( HidePin = "ContextObject", DefaultToSelf = "ContextObject"))
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void AssertNotEqual_Transform(const FTransform Actual, const FTransform NotExpected, const FString& What, const UObject* ContextObject = nullptr);
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/**
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* Assert that the component angles of two rotators are all equal within a small tolerance.
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* @param What A name to use in the message if the assert fails ("Expected 'What' to be {Expected} but it was {Actual} for context ''")
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*/
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UFUNCTION(BlueprintCallable, Category = "Asserts", DisplayName = "Assert Equal (Rotator)", meta = ( HidePin = "ContextObject", DefaultToSelf = "ContextObject"))
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void AssertEqual_Rotator(const FRotator Actual, const FRotator Expected, const FString& What, const UObject* ContextObject = nullptr);
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/**
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* Assert that the component angles of two rotators are all not equal within a small tolerance.
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* @param What A name to use in the message if the assert fails ("Expected 'What' not to be {Expected} but it was {Actual} for context ''")
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*/
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UFUNCTION(BlueprintCallable, Category = "Asserts", DisplayName = "Assert Not Equal (Rotator)", meta = ( HidePin = "ContextObject", DefaultToSelf = "ContextObject"))
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void AssertNotEqual_Rotator(const FRotator Actual, const FRotator NotExpected, const FString& What, const UObject* ContextObject = nullptr);
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/**
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* Assert that two vectors are (memberwise) equal within a small tolerance.
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* @param What A name to use in the message if the assert fails ("Expected 'What' to be {Expected} but it was {Actual} for context ''")
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*/
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UFUNCTION(BlueprintCallable, Category = "Asserts", DisplayName = "Assert Equal (Vector)", meta = ( HidePin = "ContextObject", DefaultToSelf = "ContextObject"))
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void AssertEqual_Vector(const FVector Actual, const FVector Expected, const FString& What, const float Tolerance = 1.e-4f, const UObject* ContextObject = nullptr);
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/**
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* Assert that two vectors are (memberwise) not equal within a small tolerance.
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* @param What A name to use in the message if the assert fails ("Expected 'What' not to be {Expected} but it was {Actual} for context ''")
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*/
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UFUNCTION(BlueprintCallable, Category = "Asserts", DisplayName = "Assert Not Equal (Vector)", meta = ( HidePin = "ContextObject", DefaultToSelf = "ContextObject"))
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void AssertNotEqual_Vector(const FVector Actual, const FVector NotExpected, const FString& What, const UObject* ContextObject = nullptr);
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/**
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* Assert that two Strings are equal.
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* @param What A name to use in the message if the assert fails ("Expected 'What' to be {Expected} but it was {Actual} for context ''")
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*/
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UFUNCTION(BlueprintCallable, Category = "Asserts", DisplayName = "Assert Equal (String)", meta = ( HidePin = "ContextObject", DefaultToSelf = "ContextObject"))
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void AssertEqual_String(const FString Actual, const FString Expected, const FString& What, const UObject* ContextObject = nullptr);
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/**
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* Assert that two Strings are not equal.
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* @param What A name to use in the message if the assert fails ("Expected 'What' not to be {Expected} but it was {Actual} for context ''")
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*/
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UFUNCTION(BlueprintCallable, Category = "Asserts", DisplayName = "Assert Not Equal (String)", meta = ( HidePin = "ContextObject", DefaultToSelf = "ContextObject"))
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void AssertNotEqual_String(const FString Actual, const FString NotExpected, const FString& What, const UObject* ContextObject = nullptr);
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UFUNCTION(BlueprintCallable, Category = "Reporting")
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void AddWarning(const FString Message);
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UFUNCTION(BlueprintCallable, Category = "Reporting")
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void AddError(const FString Message);
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protected:
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void LogStep(ELogVerbosity::Type Verbosity, const FString& Message);
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public:
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virtual bool RunTest(const TArray<FString>& Params = TArray<FString>());
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public:
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FString GetCurrentStepName() const;
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void StartStep(const FString& StepName);
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void FinishStep();
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bool IsInStep() const;
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UFUNCTION(BlueprintCallable, Category="Functional Testing")
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virtual void FinishTest(EFunctionalTestResult TestResult, const FString& Message);
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UFUNCTION(BlueprintCallable, Category="Functional Testing")
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virtual void LogMessage(const FString& Message);
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UFUNCTION(BlueprintCallable, Category="Functional Testing")
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virtual void SetTimeLimit(float NewTimeLimit, EFunctionalTestResult ResultWhenTimeRunsOut);
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public:
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/** Used by debug drawing to gather actors this test is using and point at them on the level to better understand test's setup */
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UFUNCTION(BlueprintImplementableEvent, Category="Functional Testing")
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TArray<AActor*> DebugGatherRelevantActors() const;
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virtual void GatherRelevantActors(TArray<AActor*>& OutActors) const;
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/** retrieves information whether test wants to have another run just after finishing */
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UFUNCTION(BlueprintImplementableEvent, Category="Functional Testing")
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bool OnWantsReRunCheck() const;
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virtual bool WantsToRunAgain() const { return false; }
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/** Causes the test to be rerun for a specific named reason. */
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UFUNCTION(BlueprintCallable, Category = "Functional Testing")
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void AddRerun(FName Reason);
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/** Returns the current re-run reason if we're in a named re-run. */
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UFUNCTION(BlueprintCallable, Category = "Functional Testing")
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FName GetCurrentRerunReason() const;
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UFUNCTION(BlueprintImplementableEvent, Category = "Functional Testing")
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FString OnAdditionalTestFinishedMessageRequest(EFunctionalTestResult TestResult) const;
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virtual FString GetAdditionalTestFinishedMessage(EFunctionalTestResult TestResult) const { return FString(); }
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public:
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/** ACtors registered this way will be automatically destroyed (by limiting their lifespan)
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* on test finish */
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UFUNCTION(BlueprintCallable, Category="Development", meta=(Keywords = "Delete"))
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virtual void RegisterAutoDestroyActor(AActor* ActorToAutoDestroy);
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/** Called to clean up when tests is removed from the list of active tests after finishing execution.
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* Note that FinishTest gets called after every "cycle" of a test (where further cycles are enabled by
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* WantsToRunAgain calls). CleanUp gets called when all cycles are done. */
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virtual void CleanUp();
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virtual FString GetReproString() const { return GetFName().ToString(); }
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#if WITH_EDITOR
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void PostEditChangeProperty(struct FPropertyChangedEvent& PropertyChangedEvent) override;
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static void OnSelectObject(UObject* NewSelection);
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#endif // WITH_EDITOR
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// AActor interface begin
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virtual void OnConstruction(const FTransform& Transform) override;
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virtual void Tick(float DeltaSeconds) override;
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virtual void EndPlay(const EEndPlayReason::Type EndPlayReason) override;
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// AActor interface end
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UFUNCTION(BlueprintCallable, Category = "Functional Testing")
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bool IsRunning() const;
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UFUNCTION(BlueprintCallable, Category = "Functional Testing")
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bool IsEnabled() const;
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protected:
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/**
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* Prepare Test is fired once the test starts up, before the test IsReady() and thus before Start Test is called.
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* So if there's some initial conditions or setup that you might need for your IsReady() check, you might want
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* to do that here.
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*/
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virtual void PrepareTest();
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/**
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* Prepare Test is fired once the test starts up, before the test IsReady() and thus before Start Test is called.
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* So if there's some initial conditions or setup that you might need for your IsReady() check, you might want
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* to do that here.
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*/
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UFUNCTION(BlueprintImplementableEvent, meta=( DisplayName="Prepare Test" ))
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void ReceivePrepareTest();
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/**
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* Called once the IsReady() check for the test returns true. After that happens the test has Officially started,
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* and it will begin receiving Ticks in the blueprint.
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*/
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virtual void StartTest();
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/**
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* Called once the IsReady() check for the test returns true. After that happens the test has Officially started,
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* and it will begin receiving Ticks in the blueprint.
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*/
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UFUNCTION(BlueprintImplementableEvent, meta=( DisplayName="Start Test" ))
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void ReceiveStartTest();
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/**
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* IsReady() is called once per frame after a test is run, until it returns true. You should use this function to
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* delay Start being called on the test until preconditions are met.
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*/
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UFUNCTION(BlueprintNativeEvent, Category="Functional Testing")
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bool IsReady();
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virtual bool IsReady_Implementation();
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/**
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* Goto an observation location.
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*/
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void GoToObservationPoint();
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public:
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FFunctionalTestDoneSignature TestFinishedObserver;
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protected:
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bool bIsRunning;
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TArray<FString> Steps;
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float TotalTime;
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uint32 RunFrame;
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uint32 StartFrame;
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private:
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bool bIsReady;
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public:
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/** Returns SpriteComponent subobject **/
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UBillboardComponent* GetSpriteComponent();
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};
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