| UObjectBase
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Module |
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Header |
/Engine/Plugins/Experimental/Gauntlet/Source/Gauntlet/Public/GauntletTestController.h |
Include |
#include "GauntletTestController.h" |
[UCLASS](Programming/UnrealArchitecture/Reference/Classes#classdeclaration)()
class UGauntletTestController : public UObject
Base class for games to implement test controllers that use the Gauntlet native framework. This is a very thin class that is created automatically based on command line params (-gauntlet=MyControllerName) and provides easily overridden functions that represent state changes and ticking
In essence your derived class should implement logic that starts and monitors a test, then calls EndTest(Result) when the desired criteria are met (or not!)
Name | Description | |
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UGauntletTestController ( |
Default constructur |
Name | Description | |
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~UGauntletTestController() |
Name | Description | ||
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EndTest ( |
Called to end testing and exit the app with provided code, static to avoid test instance state/lifetime dependency |
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GetCurrentMap() |
Return the name of the current persistent map |
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GetCurrentState() |
Returns the current state applied to Gauntlet |
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APlayerContr... |
GetFirstPlayerController() |
Helper function that returns the first player controller in the world (may be null depending on when called). |
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FGauntletMod... |
GetGauntlet() |
Returns the gauntlet module running this test |
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double |
GetTimeInCurrentState() |
Return the time since OnStateChange was called with the current state |
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UWorld * |
GetWorld() |
Return the current world |
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MarkHeartbeatActive ( |
Marks the next heartbeat as active and immediately forces a heartbeat with the given status message if one is specified. |
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OnInit() |
Called when the controller is first initialized |
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OnPostMapChange ( |
Called after a map change. |
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OnPreMapChange() |
Called prior to a map change |
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OnStateChange |
Called when a state change is applied to the module. |
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OnTick ( |
Called periodically to let the controller check and control state |