I’ve had a read of https://docs.unrealengine.com/latest/INT/Programming/Automation/TechnicalGuide/index.html
…and I’ve found a few things in the forums about it, like Need Help with Automation Testing in 4.6 - C++ - Unreal Engine Forums
However, I still fail to understand a few basic things about tests for the engine.
- There are lots of flags for tests in Engine/Source/Runtime/Core/Public/Misc/AutomationTest.h. Which ones are for what?
Specifically, for example, say I have:
-
A set of blue print functions, that I want to test outside the editor what is the appropriate flag?
(eg. Foo(a, b) → A + B; I want to assert the behavior of this function is correct; it has no external dependencies beyond its direct inputs) -
A component that does various things on update and I want to create an actor that has the component associated with it, and then assert some in-game behaviour for it. What flag is appropriate? (ATF_Game?)
At a technical level, what do these flags actually do?
- **Why does the hot reload not reload tests? **
I literally have to restart the editor to get the automation tool to load the new versions of the tests.
I’ve tried disconnecting from the session, reconnecting, etc. and no luck.
- Given that you have to restart the editor to rerun tests, how do you invoke them from the command line?
There’s some suggestion you can use the RunUAT tool for this, but I can’t find what combination of flags to pass it.
I do not want to generate a build of the whole project, and assume that I have already used Build.sh to confirm that the tests compile; I literally just want to run the automation tool and get the results (ideally in a text format that can easily be parsed).