Automation Testing On Binary Engine is Broken
Automation test includes feel like they're completely broken in 4.9.
Problem 1: Including "AutomationEditorCommon.h" breaks build
Just by including this file, my build breaks on AutomationEditorCommon.h:23 because it can't find GLevelEditorModeTools(). This function is defined in UnrealEd.h...
Shouldn't AutomationEditorCommon.h include UnrealEd.h as a dependency?
Problem 2: Including UnrealEd.h and calling FEditorAutomationTestUtilities::LoadMap results in linker failure
The linker can't find FEditorFileUtils::LoadMap
This function is defined in FileHelpers.h but the module is not getting built.
Is Automation Testing simply not designed for the end binary engine user? As a base, what modules do I need to include in my game to get this stuff working?
Sorry for the bad info earlier; I'm still getting familiar with the in-game side of this.
Below is a version of the test that compiles and runs for me in game, not editor. Getting it to work in-editor will take more legwork, as you'll need to make sure you've got a game running with a map loaded(eg. PIE), then iterate thru the world contexts to make sure you're checking the right one. I've also reorganized it to use the built-in test-class test methods and removed the unnecessary Printf's.
To test this, run your project with -game and -messaging flags (eg
answered Sep 17 '15 at 01:45 PM
Adr1c ♦♦ STAFF
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