Files
UnrealEngineUWP/Engine/Source/Developer/FunctionalTesting/Public/AutomationBlueprintFunctionLibrary.h
Ben Marsh 20bf0eb6a1 Updating copyright notices to 2017 (copying from //Tasks/UE4/Dev-Copyright-2017).
#rb none
#lockdown Nick.Penwarden

[CL 3226823 by Ben Marsh in Main branch]
2016-12-08 08:52:44 -05:00

46 lines
2.3 KiB
C++

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "UObject/ObjectMacros.h"
#include "Engine/LatentActionManager.h"
#include "Kismet/BlueprintFunctionLibrary.h"
#include "AutomationScreenshotOptions.h"
#include "AutomationBlueprintFunctionLibrary.generated.h"
class ACameraActor;
UCLASS()
class FUNCTIONALTESTING_API UAutomationBlueprintFunctionLibrary : public UBlueprintFunctionLibrary
{
GENERATED_UCLASS_BODY()
public:
static bool TakeAutomationScreenshotInternal(const FString& Name, FAutomationScreenshotOptions Options);
UFUNCTION(BlueprintCallable, Category = "Automation", meta = (Latent, HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject", LatentInfo = "LatentInfo", Name = "" ))
static void TakeAutomationScreenshot(UObject* WorldContextObject, FLatentActionInfo LatentInfo, const FString& Name, const FAutomationScreenshotOptions& Options);
UFUNCTION(BlueprintCallable, Category = "Automation", meta = (Latent, HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject", LatentInfo = "LatentInfo", NameOverride = "" ))
static void TakeAutomationScreenshotAtCamera(UObject* WorldContextObject, FLatentActionInfo LatentInfo, ACameraActor* Camera, const FString& NameOverride, const FAutomationScreenshotOptions& Options);
UFUNCTION(BlueprintCallable, Category = "Automation", meta = ( Latent, HidePin = "WorldContextObject", DefaultToSelf = "WorldContextObject", LatentInfo = "LatentInfo", NameOverride = "" ))
static void TakeAutomationScreenshotOfUI(UObject* WorldContextObject, FLatentActionInfo LatentInfo, const FString& Name, const FAutomationScreenshotOptions& Options);
//UFUNCTION(BlueprintCallable, Category = "Automation|Performance")
//static void BeginPerformanceCapture();
//UFUNCTION(BlueprintCallable, Category = "Automation|Performance")
//static void EndPerformanceCapture();
UFUNCTION(BlueprintPure, Category="Automation")
static bool AreAutomatedTestsRunning();
UFUNCTION(BlueprintPure, Category="Automation")
static FAutomationScreenshotOptions GetDefaultScreenshotOptionsForGameplay(EComparisonTolerance Tolerance = EComparisonTolerance::Low);
UFUNCTION(BlueprintPure, Category="Automation")
static FAutomationScreenshotOptions GetDefaultScreenshotOptionsForRendering(EComparisonTolerance Tolerance = EComparisonTolerance::Low);
};