UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
AutomationTestSettings.h
Go to the documentation of this file.
1// Copyright Epic Games, Inc. All Rights Reserved.
2
3/*=============================================================================
4 AutomationTestSettings.h: Declares the UAutomationTestSettings class.
5=============================================================================*/
6
7#pragma once
8
9#include "CoreMinimal.h"
11#include "UObject/Object.h"
12#include "Engine/EngineTypes.h"
14#include "AutomationTestSettings.generated.h"
15
16
20USTRUCT()
22{
24
25 /* The name of the tool / test. */
26 UPROPERTY(config, EditAnywhere, Category=ExternalTools)
27 FString ToolName;
28
29 /* The executable to run. */
30 UPROPERTY(config, EditAnywhere, Category=ExternalTools, meta=(FilePathFilter = "*"))
31 FFilePath ExecutablePath;
32
33 /* The command line options to pass to the executable. */
34 UPROPERTY(config, EditAnywhere, Category=ExternalTools)
35 FString CommandLineOptions;
36
37 /* The working directory for the new process. */
38 UPROPERTY(config, EditAnywhere, Category=ExternalTools, meta=(RelativePath))
39 FDirectoryPath WorkingDirectory;
40
41 /* If set, look for scripts with this extension. */
42 UPROPERTY(config, EditAnywhere, Category=ExternalTools)
43 FString ScriptExtension;
44
45 /* If the ScriptExtension is set, look here for the script files. */
46 UPROPERTY(config, EditAnywhere, Category=ExternalTools, meta=(RelativePath))
47 FDirectoryPath ScriptDirectory;
48};
49
53USTRUCT()
55{
57
58 /* The name of the FProperty to change */
59 UPROPERTY(config, EditAnywhere, Category = Automation, meta = (ToolTip = "Name of the property to change. Nested settings can be modified using \"Outer.Property\""))
60 FString SettingName;
61
62 /* The value to apply to the FProperty */
63 UPROPERTY(config, EditAnywhere, Category = Automation, meta = (ToolTip = "Value to import for the specified property."))
64 FString Value;
65};
66
67
71USTRUCT()
73{
75
76 /* The file to import */
77 UPROPERTY(config, EditAnywhere, Category = Automation, meta = (FilePathFilter = "*"))
78 FFilePath ImportFilePath;
79
80 /* The file extension to use when exporting */
81 UPROPERTY(config, EditAnywhere, Category = Automation, meta = (ToolTip = "The file extension to use when exporting this asset. Used to find a supporting exporter"))
82 FString ExportFileExtension;
83
84 /* If true, the export step will be skipped */
85 UPROPERTY(config, EditAnywhere, Category = Automation)
86 bool bSkipExport = false;
87
88 /* Settings for the import factory */
89 UPROPERTY(config, EditAnywhere, Category=Automation)
91};
92
96USTRUCT()
98{
100
101 /* The file to import */
102 UPROPERTY(config, EditAnywhere, Category = Automation, meta = (FilePathFilter = "*"))
103 FFilePath ImportFilePath;
104
105 /* Settings for the import factory */
106 UPROPERTY(config, EditAnywhere, Category = Automation)
108};
109
113USTRUCT()
115{
117
118 /* Import settings for the Diffuse texture */
119 UPROPERTY(config, EditAnywhere, Category = Automation)
121
122 /* Import settings for the Normalmap texture */
123 UPROPERTY(config, EditAnywhere, Category = Automation)
125
126 /* Import settings for the static mesh */
127 UPROPERTY(config, EditAnywhere, Category = Automation)
129
130 /* Import settings for the static mesh to re-import */
131 UPROPERTY(config, EditAnywhere, Category = Automation)
133
134 /* Import settings for the blend shape */
135 UPROPERTY(config, EditAnywhere, Category = Automation)
137
138 /* Import settings for the morph mesh */
139 UPROPERTY(config, EditAnywhere, Category = Automation)
141
142 /* Import settings for the skeletal mesh */
143 UPROPERTY(config, EditAnywhere, Category = Automation)
145
146 /* Import settings for the animation asset. (Will automatically use the skeleton of the skeletal mesh above) */
147 UPROPERTY(config, EditAnywhere, Category = Automation)
149
150 /* Import settings for the sound */
151 UPROPERTY(config, EditAnywhere, Category = Automation)
153
154 /* Import settings for the surround sound (Select any of the channels. It will auto import the rest)*/
155 UPROPERTY(config, EditAnywhere, Category = Automation)
157
158 /* Import settings for any other assets you may want to import */
159 UPROPERTY(config, EditAnywhere, Category = Automation)
161};
162
166USTRUCT()
168{
170
171 /* The blueprint asset to open */
172 UPROPERTY(config, EditAnywhere, Category = Automation, meta = (FilePathFilter = "uasset"))
173 FFilePath BlueprintAsset;
174
175 /* The material asset to open */
176 UPROPERTY(config, EditAnywhere, Category = Automation, meta = (FilePathFilter = "uasset"))
177 FFilePath MaterialAsset;
178
179 /* The particle system asset to open */
180 UPROPERTY(config, EditAnywhere, Category = Automation, meta = (FilePathFilter = "uasset"))
181 FFilePath ParticleSystemAsset;
182
183 /* The skeletal mesh asset to open */
184 UPROPERTY(config, EditAnywhere, Category = Automation, meta = (FilePathFilter = "uasset"))
185 FFilePath SkeletalMeshAsset;
186
187 /* The static mesh asset to open */
188 UPROPERTY(config, EditAnywhere, Category = Automation, meta = (FilePathFilter = "uasset"))
189 FFilePath StaticMeshAsset;
190
191 /* The texture asset to open */
192 UPROPERTY(config, EditAnywhere, Category = Automation, meta = (FilePathFilter = "uasset"))
193 FFilePath TextureAsset;
194};
195
199USTRUCT()
201{
203
204
205 UPROPERTY(EditAnywhere, Category = Automation)
206 FDirectoryPath NewProjectFolderOverride;
207
209 UPROPERTY(EditAnywhere, Category = Automation)
210 FString NewProjectNameOverride;
211};
212
216USTRUCT()
218{
220
221
222 UPROPERTY(EditAnywhere, Category = Automation, meta = (FilePathFilter = "uasset"))
223 FFilePath DefaultMaterialAsset;
224
226 UPROPERTY(EditAnywhere, Category = Automation, meta = (FilePathFilter = "uasset"))
227 FFilePath DefaultDiffuseTexture;
228
230 UPROPERTY(EditAnywhere, Category = Automation, meta = (FilePathFilter = "uasset"))
231 FFilePath DefaultNormalTexture;
232
233};
234
235
239USTRUCT()
241{
243
244
245 UPROPERTY(EditAnywhere, Category = Automation, meta = (FilePathFilter = "uasset"))
246 FFilePath DefaultParticleAsset;
247};
248
252USTRUCT()
254{
256
257
258 UPROPERTY(EditAnywhere, Category = Automation, meta = (FilePathFilter = "uasset"))
259 FFilePath FirstMeshPath;
260
262 UPROPERTY(EditAnywhere, Category = Automation, meta = (FilePathFilter = "uasset"))
263 FFilePath SecondMeshPath;
264
266 UPROPERTY(EditAnywhere, Category = Automation, meta = (FilePathFilter = "uasset"))
267 FFilePath DefaultParticleAsset;
268};
269
270
274USTRUCT()
276{
278
279
280 UPROPERTY(EditAnywhere, Category = Automation)
281 FFilePath DefaultStaticMeshAsset;
282
284 UPROPERTY(EditAnywhere, Category = Automation)
286
288 UPROPERTY(EditAnywhere, Category = Automation)
290
292 UPROPERTY(EditAnywhere, Category = Automation)
294
296 UPROPERTY(EditAnywhere, Category = Automation)
297 FFilePath SourceControlMaterial;
298};
299
303USTRUCT()
305{
307
308
309 UPROPERTY(config, EditAnywhere, Category = Automation, meta=( AllowedClasses="/Script/Engine.World" ))
310 FSoftObjectPath PerformanceTestmap;
311
313 UPROPERTY(config, EditAnywhere, Category = Automation, meta = (ToolTip = "This is the length of time in seconds that this test will run for before stopping."))
314 int32 TestTimer = 0;
315};
316
320USTRUCT()
322{
324
325
326 UPROPERTY(config, EditAnywhere, Category = Automation, meta = (FilePathFilter = "umap"))
327 FFilePath LaunchOnTestmap;
328
330 UPROPERTY(config, EditAnywhere, Category = Automation, meta = (ToolTip = "This is the device to be used for launch on. Example: WindowsClient, Android, IOS, Linux"))
331 FString DeviceID;
332};
333
334
335
339UCLASS(config=Engine, defaultconfig, MinimalAPI)
341{
343
344public:
345
349 UPROPERTY(EditAnywhere, config, Category = Loading)
350 TArray<FString> EngineTestModules;
351
355 UPROPERTY(EditAnywhere, config, Category = Loading)
356 TArray<FString> EditorTestModules;
357
361 UPROPERTY(config, EditAnywhere, Category = Automation, meta=( AllowedClasses="/Script/Engine.World" ))
362 FSoftObjectPath AutomationTestmap;
363
367 UPROPERTY(config, EditAnywhere, Category = Automation)
368 TArray<FEditorMapPerformanceTestDefinition> EditorPerformanceTestMaps;
369
373 UPROPERTY(EditAnywhere, config, Category="Open Asset Tests")
374 TArray<FString> AssetsToOpen;
375
379 UPROPERTY(EditAnywhere, config, Category = "PIE Test Maps")
380 TArray<FString> MapsToPIETest;
381
385 UPROPERTY(EditAnywhere, config, Category = "Play all project Maps In PIE")
386 bool bUseAllProjectMapsToPlayInPIE;
387
391 UPROPERTY(EditAnywhere, config, Category = Automation)
392 FBuildPromotionTestSettings BuildPromotionTest;
393
397 UPROPERTY(EditAnywhere, config, Category = Automation)
398 FMaterialEditorPromotionSettings MaterialEditorPromotionTest;
399
403 UPROPERTY(EditAnywhere, config, Category = Automation)
404 FParticleEditorPromotionSettings ParticleEditorPromotionTest;
405
409 UPROPERTY(EditAnywhere, config, Category = Automation)
410 FBlueprintEditorPromotionSettings BlueprintEditorPromotionTest;
411
415 UPROPERTY(EditAnywhere, config, Category = MiscAutomationSetups)
416 TArray<FString> TestLevelFolders;
417
421 UPROPERTY(EditAnywhere, config, Category=ExternalTools)
423
427 UPROPERTY(EditAnywhere, config, Category = Automation)
428 TArray<FEditorImportExportTestDefinition> ImportExportTestDefinitions;
429
433 UPROPERTY(config, EditAnywhere, Category = Automation, meta = (FilePathFilter="umap"))
434 TArray<FLaunchOnTestSettings> LaunchOnSettings;
435
439 UPROPERTY(EditAnywhere, config, Category=Screenshots)
440 FIntPoint DefaultScreenshotResolution;
441
445 UPROPERTY(EditAnywhere, config, Category = Automation)
446 float PIETestDuration;
447
452 UPROPERTY(EditAnywhere, config, Category = Automation)
453 float DefaultInteractiveFramerate;
454
458 UPROPERTY(EditAnywhere, config, Category = Automation)
459 float DefaultInteractiveFramerateWaitTime;
460
464 UPROPERTY(EditAnywhere, config, Category = Automation)
465 float DefaultInteractiveFramerateDuration;
466};
OODEFFUNC typedef const char * file
Definition oodle2.h:678
@ Normal
Definition AndroidInputInterface.h:116
EGLSurface EGLnsecsANDROID time
Definition AndroidOpenGLFunctions.h:9
FPlatformTypes::int32 int32
A 32-bit signed integer.
Definition Platform.h:1125
UE_FORCEINLINE_HINT TSharedRef< CastToType, Mode > StaticCastSharedRef(TSharedRef< CastFromType, Mode > const &InSharedRef)
Definition SharedPointer.h:127
#define UPROPERTY(...)
UObject definition macros.
Definition ObjectMacros.h:744
#define GENERATED_UCLASS_BODY(...)
Definition ObjectMacros.h:768
#define UCLASS(...)
Definition ObjectMacros.h:776
#define USTRUCT(...)
Definition ObjectMacros.h:746
#define GENERATED_USTRUCT_BODY(...)
Definition ObjectMacros.h:767
Definition Engine.Build.cs:7
Definition Array.h:670
Definition AutomationTestSettings.h:341
Definition Object.h:95
Definition TestUtils.cpp:8
@ false
Definition radaudio_common.h:23
Definition AutomationTestSettings.h:254
Definition AutomationTestSettings.h:115
Definition AutomationTestSettings.h:201
Definition AutomationTestSettings.h:168
Definition AutomationTestSettings.h:276
Definition SoftObjectPath.h:767
Definition AutomationTestSettings.h:73
Definition AutomationTestSettings.h:98
Definition AutomationTestSettings.h:305
Definition AutomationTestSettings.h:22
Definition SoftObjectPath.h:754
Definition AutomationTestSettings.h:55
Definition AutomationTestSettings.h:322
Definition AutomationTestSettings.h:218
Definition AutomationTestSettings.h:241
Definition SoftObjectPath.h:56
Definition IntPoint.h:25