UAutomationBlueprintFunctionLibrary

Windows
MacOS
Linux

Inheritance Hierarchy

UObjectBase

UObjectBaseUtility

UObject

UBlueprintFunctionLibrary

UAutomationBlueprintFunctionLibrary

References

Module

FunctionalTesting

Header

/Engine/Source/Developer/FunctionalTesting/Public/AutomationBlueprintFunctionLibrary.h

Include

#include "AutomationBlueprintFunctionLibrary.h"

Syntax

class UAutomationBlueprintFunctionLibrary : public UBlueprintFunctionLibrary

Constructors

Name Description

Public function

UAutomationBlueprintFunctionLibrary

(
    const FObjectInitializer& ObjectIn...
)

Functions

Name Description

Public function Static

void

 

AddExpectedLogError

(
    FString ExpectedPatternString,
    int32 Occurrences,
    bool ExactMatch
)

Mute the report of log error and warning matching a pattern during an automated test

Public function Static

void

 

AddTestTelemetryData

(
    FString DataPoint,
    float Measurement,
    FString Context
)

Add Telemetry data to currently running automated test.

Public function Static

bool

 

AreAutomatedTestsRunning()

Lets you know if any automated tests are running, or are about to run and the automation system is spinning up tests.

Public function Static

void

 

AutomationWaitForLoading

(
    UObject* WorldContextObject,
    FLatentActionInfo LatentInfo,
    FAutomationWaitForLoadingOptions Op...
)

Public function Static

FAutomationS...

 

BuildScreenshotData

(
    const FString& MapOrContext,
    const FString& ScreenShotName,
    int32 Width,
    int32 Height
)

Public function Static

bool

 

CompareImageAgainstReference

(
    FString ImageFilePath,
    FString ComparisonName,
    EComparisonTolerance ComparisonTole...,
    FString ComparisonNotes,
    UObject* WorldContextObject
)

Request image comparison.

Public function Static

void

 

DisableStatGroup

(
    UObject* WorldContextObject,
    FName GroupName
)

Public function Static

void

 

EnableStatGroup

(
    UObject* WorldContextObject,
    FName GroupName
)

Public function Static

void

 

FinishLoadingBeforeScreenshot()

Public function Static

FIntPoint

 

GetAutomationScreenshotSize

(
    const FAutomationScreenshotOptions ...
)

Public function Static

FAutomationS...

 

GetDefaultScreenshotOptionsForGameplay

(
    EComparisonTolerance Tolerance,
    float Delay
)

Public function Static

FAutomationS...

 

GetDefaultScreenshotOptionsForRendering

(
    EComparisonTolerance Tolerance,
    float Delay
)

Public function Static

float

 

GetStatCallCount

(
    FName StatName
)

Public function Static

float

 

GetStatExcAverage

(
    FName StatName
)

Public function Static

float

 

GetStatExcMax

(
    FName StatName
)

Public function Static

float

 

GetStatIncAverage

(
    FName StatName
)

Public function Static

float

 

GetStatIncMax

(
    FName StatName
)

Public function Static

void

 

SetScalabilityQualityLevelRelativeToMax

(
    UObject* WorldContextObject,
    int32 Value
)

Sets all other settings based on an overall value

Public function Static

void

 

SetScalabilityQualityToEpic

(
    UObject* WorldContextObject
)

Public function Static

void

 

SetScalabilityQualityToLow

(
    UObject* WorldContextObject
)

Public function Static

void

 

SetTestTelemetryStorage

(
    FString StorageName
)

Set Telemetry data storage name of currently running automated test.

Public function Static

void

 

TakeAutomationScreenshot

(
    UObject* WorldContextObject,
    FLatentActionInfo LatentInfo,
    const FString& Name,
    const FString& Notes,
    const FAutomationScreenshotOptions ...
)

Takes a screenshot of the game's viewport. Does not capture any UI.

Public function Static

void

 

TakeAutomationScreenshotAtCamera

(
    UObject* WorldContextObject,
    FLatentActionInfo LatentInfo,
    ACameraActor* Camera,
    const FString& NameOverride,
    const FString& Notes,
    const FAutomationScreenshotOptions ...
)

Takes a screenshot of the game's viewport, from a particular camera actors POV.

Public function Static

bool

 

TakeAutomationScreenshotInternal

(
    UObject* WorldContextObject,
    const FString& ScreenShotName,
    const FString& Notes,
    FAutomationScreenshotOptions Option...
)

Public function Static

void

 

TakeAutomationScreenshotOfUI

(
    UObject* WorldContextObject,
    FLatentActionInfo LatentInfo,
    const FString& Name,
    const FAutomationScreenshotOptions ...
)

Public function Static

bool

 

TakeAutomationScreenshotOfUI_Immediate

(
    UObject* WorldContextObject,
    const FString& Name,
    const FAutomationScreenshotOptions ...
)

Public function Static

UAutomationE...

 

TakeHighResScreenshot

(
    int32 ResX,
    int32 ResY,
    FString Filename,
    ACameraActor* Camera,
    bool bMaskEnabled,
    bool bCaptureHDR,
    EComparisonTolerance ComparisonTole...,
    FString ComparisonNotes,
    float Delay
)

Take high res screenshot in editor.