UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
AudioRenderSchedulerTester.h
Go to the documentation of this file.
1// Copyright Epic Games, Inc. All Rights Reserved.
2
3#pragma once
4
5#if WITH_DEV_AUTOMATION_TESTS
6
7#include "CoreMinimal.h"
8
9// A simple test harness for the scheduler. Numbered steps and dependencies between them can be added and
10// the order the steps were run in is returned.
12{
13public:
15
16 virtual ~IAudioRenderSchedulerTester() = default;
17
18 // Add a numbered step to the scheduler.
19 virtual void AddStep(int Step) = 0;
20
21 // Automatically creates the steps if they don't exist yet.
22 virtual void AddDependency(int FirstStep, int SecondStep) = 0;
23
24 virtual void RemoveDependency(int FirstStep, int SecondStep) = 0;
25
26 // Runs the scheduler, and returns the order steps were executed in.
27 virtual TArray<int> Run() = 0;
28};
29
30#endif //WITH_DEV_AUTOMATION_TESTS
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
void AddDependency(FDependsNode *InDependency, UE::AssetRegistry::EDependencyProperty AddProperties, UE::AssetRegistry::EDependencyProperty CategoryMask, TArray< FDependsNode * > &Dependencies, TBitArray<> *FlagBits, uint8(*PropertiesToByte)(UE::AssetRegistry::EDependencyProperty), bool IsSorted)
Definition DependsNode.cpp:355
void RemoveDependency(FDependsNode *InDependency, TArray< FDependsNode * > &Dependencies, TBitArray<> *FlagBits, bool IsSorted, bool bAllowShrinking)
Definition DependsNode.cpp:443
Definition Array.h:670
Definition UniquePtr.h:107
void Run(FMassRuntimePipeline &RuntimePipeline, FProcessingContext &ProcessingContext)
Definition MassExecutor.cpp:25