Writing Automation Tests: Do I need to build engine from source?
I'm trying to write some automation tests to capture perf stats from my game while it is running. The examples I found in EngineAutomationTests.cpp and in the Automation Technical Guide seem to reference private engine code (in particular, classes defined in AutomationTestCommon.h and AutomationTestCommon.cpp).
Does this mean we should be building the UE4 engine in order to write tests? Or copy a bunch of private code into my game?
asked Dec 16 '14 at 06:03 PM in C++ Programming
I've put in a ticket to move the code in the AutomationTestCommons out of private so that you can easily use that code instead of having to copy and paste it. I'll put a note in our ticket to reply back to this thread once a build with it is available.
Normally for performance capture we use a capture FPS command that will capture and dump the several pieces of performance data to a HTML file as well as a csv in the Game/Saved/Profiling folder. Use StartFPSChart and StopFPSChart while in game to start and stop the charting.
I believe you can do this using this piece of code. This uses latent commands so that they'll run over more than one frame.
Take note that this forum may have changed the whitespacing for that code...
answered Dec 17 '14 at 04:05 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here