FEditorPromotionTestUtilities

Windows
MacOS
Linux

References

Module

UnrealEd

Header

/Engine/Source/Editor/UnrealEd/Public/Tests/AutomationEditorPromotionCommon.h

Include

#include "Tests/AutomationEditorPromotionCommon.h"

Syntax

class FEditorPromotionTestUtilities

Functions

Name Description

Public function Static

UMaterial &#...

 

CreateMaterialFromTexture

(
    UTexture* InTexture
)

Creates a material from an existing texture

Public function Static

void

 

EndPIE()

Ends a PIE session

Public function Static

FInputChord

 

GetEditorKeybinding

(
    const FString& CommandContext,
    const FString& Command
)

Gets an editor keyboard shortcut

Public function Static

FString

 

GetGamePath()

Gets the base path for this asset

Public function Static

FInputChord

 

GetOrSetUICommand

(
    const FString& Context,
    const FString& Command
)

Gets the current input chord or sets a new one if it doesn't exist

Public function Static

FString

 

GetPropertyByName

(
    UObject* TargetObject,
    const FString& InVariableName
)

Gets an object property value by name

Public function Static

void

 

SendCommandToCurrentEditor

(
    const FInputChord& InChord,
    const FName& WidgetTypeToFocus
)

Sends a UI command to the active top level window after focusing on a widget of a given type

Public function Static

bool

 

SetEditorKeybinding

(
    const FString& CommandContext,
    const FString& Command,
    const FInputChord& NewChord,
    const FInputChord& NewAlternateCho...
)

Sets an editor keyboard shortcut

Public function Static

void

 

SetPropertyByName

(
    UObject* TargetObject,
    const FString& InVariableName,
    const FString& NewValueString
)

Sets an object property value by name

Public function Static

void

 

StartPIE

(
    bool bSimulateInEditor
)

Starts a PIE session

Public function Static

void

 

TakeScreenshot

(
    const FString& ScreenshotName,
    const FAutomationScreenshotOptions ...,
    bool bUseTopWindow
)

Takes an automation screenshot

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