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AFunctionalTest::GetReproString
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
FunctionalTesting
virtual [FString](API\Runtime\Core\Containers\FString) GetReproString() const
[]
AFunctionalTest::GetSpriteComponent
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
Returns SpriteComponent subobject
FunctionalTesting
[UBillboardComponent](API\Runtime\Engine\Components\UBillboardComponent) * GetSpriteComponent()
[]
AFunctionalTest::GoToObservationPoint
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
Goto an observation location.
FunctionalTesting
void GoToObservationPoint()
[]
AFunctionalTest::IsEnabled
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
FunctionalTesting
bool IsEnabled() const
[]
AFunctionalTest::IsInStep
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
FunctionalTesting
bool IsInStep() const
[]
AFunctionalTest::IsReady
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
IsReady()is called once per frame after a test is run, until it returns true. You should use this function to delay Start being called on the test until preconditions are met.
FunctionalTesting
bool IsReady()
[]
AFunctionalTest::IsReady_Implementation
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
FunctionalTesting
virtual bool IsReady_Implementation()
[]
AFunctionalTest::IsRunning
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
FunctionalTesting
bool IsRunning() const
[]
AFunctionalTest::LogMessage
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
FunctionalTesting
virtual void LogMessage ( const [FString](API\Runtime\Core\Containers\FString) & Message )
[]
AFunctionalTest::LogStep
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
TODO: break this out into a library
FunctionalTesting
void LogStep ( [ELogVerbosity::Type](API\Runtime\Core\Logging\ELogVerbosity__Type) Verbosity, const [FString](API\Runtime\Core\Containers\FString) & Message )
[]
AFunctionalTest::IsDataLayerTypeSupported
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
DataLayers functions.
FunctionalTesting
virtual bool IsDataLayerTypeSupported ( [TSubclassOf](API\Runtime\CoreUObject\Templates\TSubclassOf)< [UDataLayerInstance](API\Runtime\Engine\WorldPartition\DataLayer\UDataLayerInstance) > DataLayerType ) const
[]
AFunctionalTest::OnAdditionalTestFinishedMessageRequest
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
FunctionalTesting
[FString](API\Runtime\Core\Containers\FString) OnAdditionalTestFinishedMessageRequest ( [EFunctionalTestResult](API\Developer\FunctionalTesting\EFunctionalTestResult) TestResult ) const
[]
AFunctionalTest::OnConstruction
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
Called when an instance of this class is placed (in editor) or spawned.
FunctionalTesting
virtual void OnConstruction ( const FTransform & Transform )
[]
AFunctionalTest::OnSelectObject
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
FunctionalTesting
static void OnSelectObject ( [UObject](API\Runtime\CoreUObject\UObject\UObject) * NewSelection )
[]
AFunctionalTest::OnTimeout
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
FunctionalTesting
virtual void OnTimeout()
[]
AFunctionalTest::OnWantsReRunCheck
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
Retrieves information whether test wants to have another run just after finishing
FunctionalTesting
bool OnWantsReRunCheck() const
[]
AFunctionalTest::PostEditChangeProperty
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
Called when a property on this object has been modified externally
FunctionalTesting
virtual void PostEditChangeProperty ( struct [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
AFunctionalTest::PrepareTest
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
Prepare Test is fired once the test starts up, before the testIsReady()and thus before Start Test is called. So if there's some initial conditions or setup that you might need for yourIsReady()check, you might want to do that here.
FunctionalTesting
virtual void PrepareTest()
[]
AFunctionalTest::ReceivePrepareTest
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
Prepare Test is fired once the test starts up, before the testIsReady()and thus before Start Test is called. So if there's some initial conditions or setup that you might need for yourIsReady()check, you might want to do that here.
FunctionalTesting
void ReceivePrepareTest()
[]
AFunctionalTest::ReceiveStartTest
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
Called once theIsReady()check for the test returns true. After that happens the test has Officially started, and it will begin receiving Ticks in the blueprint.
FunctionalTesting
void ReceiveStartTest()
[]
AFunctionalTest::RegisterAutoDestroyActor
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
Actors registered this way will be automatically destroyed (by limiting their lifespan) on test finish
FunctionalTesting
virtual void RegisterAutoDestroyActor ( [AActor](API\Runtime\Engine\GameFramework\AActor) * ActorToAutoDestroy )
[]
AFunctionalTest::RunTest
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
FunctionalTesting
virtual bool RunTest ( const [TArray](API\Runtime\Core\Containers\TArray)< [FString](API\Runtime\Core\Containers\FString) > & Params )
[]
AFunctionalTest::SetConsoleVariable
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
Sets the CVar from the given input. Variable gets reset after the test.
FunctionalTesting
void SetConsoleVariable ( const [FString](API\Runtime\Core\Containers\FString) & Name, const [FString](API\Runtime\Core\Containers\FString) & InValue )
[]
AFunctionalTest::SetConsoleVariableFromBoolean
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
Sets the CVar from the given input. Variable gets reset after the test.
FunctionalTesting
void SetConsoleVariableFromBoolean ( const [FString](API\Runtime\Core\Containers\FString) & Name, const bool InValue )
[]
AFunctionalTest::SetConsoleVariableFromFloat
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
Sets the CVar from the given input. Variable gets reset after the test.
FunctionalTesting
void SetConsoleVariableFromFloat ( const [FString](API\Runtime\Core\Containers\FString) & Name, const float InValue )
[]
AFunctionalTest::SetConsoleVariableFromInteger
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
Sets the CVar from the given input. Variable gets reset after the test.
FunctionalTesting
void SetConsoleVariableFromInteger ( const [FString](API\Runtime\Core\Containers\FString) & Name, const int32 InValue )
[]
AFunctionalTest::SetTimeLimit
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
FunctionalTesting
virtual void SetTimeLimit ( float NewTimeLimit, [EFunctionalTestResult](API\Developer\FunctionalTesting\EFunctionalTestResult) ResultWhenTimeRunsOut )
[]
AFunctionalTest::StartStep
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
FunctionalTesting
void StartStep ( const [FString](API\Runtime\Core\Containers\FString) & StepName )
[]
AFunctionalTest::StartTest
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
Called once theIsReady()check for the test returns true. After that happens the test has Officially started, and it will begin receiving Ticks in the blueprint.
FunctionalTesting
virtual void StartTest()
[]
AFunctionalTest::Tick
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
Function called every frame on this Actor. Override this function to implement custom logic to be executed every frame. Note that Tick is disabled by default, and you will need to check PrimaryActorTick.bCanEverTick is set to true to enable it.
FunctionalTesting
virtual void Tick ( float DeltaSeconds )
[]
AFunctionalTest::WantsToRunAgain
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
FunctionalTesting
virtual bool WantsToRunAgain() const
[]
AFunctionalTest::AFunctionalTest
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
FunctionalTesting
AFunctionalTest ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
AFunctionalTestGameMode::AFunctionalTestGameMode
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTestGameMode.h
FunctionalTesting
AFunctionalTestGameMode ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
AFunctionalTest
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
FunctionalTesting
class AFunctionalTest : public [AActor](API\Runtime\Engine\GameFramework\AActor)
[ { "type": "FString", "name": "Author", "description": "The owner is the group or person responsible for the test." }, { "type": "TArray<TObject...", "name": "AutoDestroyActors", "description": "" }, { "type": "uint32: 1", "name": "bIsEnabled", "description": "Allows a test to be disabled." }, { "type": "bool", "name": "bIsRunning", "description": "AG TEMP - solving a compile issue in a temp way to unblock the bui.d." }, { "type": "FName", "name": "CurrentRerunCause", "description": "Cause of the current rerun if we're in a named rerun." }, { "type": "FString", "name": "Description", "description": "A description of the test, like what is this test trying to determine." }, { "type": "FString", "name": "FailureMessage", "description": "" }, { "type": "EFunctionalTest...", "name": "LogErrorHandling", "description": "Determines how LogErrors are handled during this test." }, { "type": "EFunctionalTest...", "name": "LogWarningHandling", "description": "Determines how LogWarnings are handled during this test." }, { "type": "TObjectPtr<AAc...", "name": "ObservationPoint", "description": "Allows you to specify another actor to view the test from." }, { "type": "FFunctionalTest...", "name": "OnTestFinished", "description": "Called when the test is finished. Use it to clean up" }, { "type": "FFunctionalTest...", "name": "OnTestPrepare", "description": "Called when the test is ready to prepare" }, { "type": "FFunctionalTest...", "name": "OnTestStart", "description": "Called when the test is started" }, { "type": "float", "name": "PreparationTimeLimit", "description": "The Test's time limit for preparation, this is the time it has to return true when checkingIsReady()." }, { "type": "FRandomStream", "name": "RandomNumbersStream", "description": "A random number stream that you can use during testing." }, { "type": "TObjectPtr< cla...", "name": "RenderComp", "description": "" }, { "type": "TArray<FName>", "name": "RerunCauses", "description": "List of causes we need a re-run." }, { "type": "EFunctionalTest...", "name": "Result", "description": "" }, { "type": "uint32", "name": "RunFrame", "description": "" }, { "type": "float", "name": "RunTime", "description": "" }, { "type": "uint32", "name": "StartFrame", "description": "" }, { "type": "float", "name": "StartTime", "description": "" }, { "type": "TArray<FString...", "name": "Steps", "description": "" }, { "type": "FFunctionalTest...", "name": "TestFinishedObserver", "description": "" }, { "type": "FString", "name": "TestLabel", "description": "" }, { "type": "TObjectPtr< cla...", "name": "TestName", "description": "" }, { "type": "float", "name": "TimeLimit", "description": "Test's time limit. '0' means no limit" }, { "type": "FText", "name": "TimesUpMessage", "description": "" }, { "type": "EFunctionalTest...", "name": "TimesUpResult", "description": "If test is limited by time this is the result that will be returned when time runs out" }, { "type": "float", "name": "TotalTime", "description": "" } ]
AFunctionalTestLevelScript::AFunctionalTestLevelScript
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTestLevelScript.h
FunctionalTesting
AFunctionalTestLevelScript ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
AFunctionalTestGameMode
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTestGameMode.h
FunctionalTesting
class AFunctionalTestGameMode : public [AGameModeBase](API\Runtime\Engine\GameFramework\AGameModeBase)
[]
AFunctionalTestLevelScript
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTestLevelScript.h
FunctionalTesting
class AFunctionalTestLevelScript : public [ALevelScriptActor](API\Runtime\Engine\Engine\ALevelScriptActor)
[]
AFunctionalUIScreenshotTest::EndPlay
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalUIScreenshotTest.h
Overridable function called whenever this actor is being removed from a level
FunctionalTesting
virtual void EndPlay ( const [EEndPlayReason::Type](API\Runtime\Engine\Engine\EEndPlayReason__Type) EndPlayReason )
[]
AFunctionalUIScreenshotTest::IsReady_Implementation
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalUIScreenshotTest.h
Handle screenshot delay.
FunctionalTesting
virtual bool IsReady_Implementation()
[]
AFunctionalUIScreenshotTest::OnScreenshotTakenAndCompared
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalUIScreenshotTest.h
Call RestoreViewport and finish this test.
FunctionalTesting
virtual void OnScreenshotTakenAndCompared()
[]
AFunctionalUIScreenshotTest::PrepareTest
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalUIScreenshotTest.h
Set player view target to screenshot camera and call PrepareForScreenshot.
FunctionalTesting
virtual void PrepareTest()
[]
AFunctionalUIScreenshotTest::RequestScreenshot
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalUIScreenshotTest.h
Doesn't actually request in base class. It simply register OnScreenshotCaptured.
FunctionalTesting
virtual void RequestScreenshot()
[]
AFunctionalUIScreenshotTest::Tick
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalUIScreenshotTest.h
Function called every frame on this Actor. Override this function to implement custom logic to be executed every frame. Note that Tick is disabled by default, and you will need to check PrimaryActorTick.bCanEverTick is set to true to enable it.
FunctionalTesting
virtual void Tick ( float DeltaSeconds )
[]
AFunctionalUIScreenshotTest
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalUIScreenshotTest.h
FunctionalTesting
class AFunctionalUIScreenshotTest : public [AScreenshotFunctionalTestBase](API\Developer\FunctionalTesting\AScreenshotFunctionalTestBase)
[ { "type": "bool", "name": "bHideDebugCanvas", "description": "" }, { "type": "TObjectPtr<UTe...", "name": "ScreenshotRT", "description": "" }, { "type": "TObjectPtr<UUs...", "name": "SpawnedWidget", "description": "" }, { "type": "TSubclassOf<UU...", "name": "WidgetClass", "description": "" }, { "type": "EWidgetTestAppe...", "name": "WidgetLocation", "description": "" } ]
AFunctionalUIScreenshotTest::AFunctionalUIScreenshotTest
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalUIScreenshotTest.h
FunctionalTesting
AFunctionalUIScreenshotTest ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
APhasedAutomationActorBase::OnFunctionalTestingComplete
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTestingManager.h
FunctionalTesting
void OnFunctionalTestingComplete()
[]
APhasedAutomationActorBase::OnFunctionalTestingBegin
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTestingManager.h
FunctionalTesting
void OnFunctionalTestingBegin()
[]
APhasedAutomationActorBase
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTestingManager.h
FunctionalTesting
class APhasedAutomationActorBase : public [AActor](API\Runtime\Engine\GameFramework\AActor)
[]
AScreenshotFunctionalTest::PrepareTest
/Engine/Source/Developer/FunctionalTesting/Classes/ScreenshotFunctionalTest.h
Set player view target to screenshot camera and call PrepareForScreenshot.
FunctionalTesting
virtual void PrepareTest()
[]
AScreenshotFunctionalTest::RequestScreenshot
/Engine/Source/Developer/FunctionalTesting/Classes/ScreenshotFunctionalTest.h
Doesn't actually request in base class. It simply register OnScreenshotCaptured.
FunctionalTesting
virtual void RequestScreenshot()
[]
AScreenshotFunctionalTest::Serialize
/Engine/Source/Developer/FunctionalTesting/Classes/ScreenshotFunctionalTest.h
Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.
FunctionalTesting
virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
AScreenshotFunctionalTest::AScreenshotFunctionalTest
/Engine/Source/Developer/FunctionalTesting/Classes/ScreenshotFunctionalTest.h
FunctionalTesting
AScreenshotFunctionalTest ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
AScreenshotFunctionalTest
/Engine/Source/Developer/FunctionalTesting/Classes/ScreenshotFunctionalTest.h
No UI
FunctionalTesting
class AScreenshotFunctionalTest : public [AScreenshotFunctionalTestBase](API\Developer\FunctionalTesting\AScreenshotFunctionalTestBase)
[ { "type": "bool", "name": "bCameraCutOnScreenshotPrep", "description": "Tests not relying on temporal effects can force a camera cut to flush stale data." } ]
AScreenshotFunctionalTestBase::CanEditChange
/Engine/Source/Developer/FunctionalTesting/Classes/ScreenshotFunctionalTestBase.h
Called by the editor to query whether a property of this object is allowed to be modified. The property editor uses this to disable controls for properties that should not be changed. When overriding this function you should always call the parent implementation first. true if the property can be modified in the editor, otherwise false
FunctionalTesting
virtual bool CanEditChange ( const [FProperty](API\Runtime\CoreUObject\UObject\FProperty) * InProperty ) const
[]
AScreenshotFunctionalTestBase::IsReady_Implementation
/Engine/Source/Developer/FunctionalTesting/Classes/ScreenshotFunctionalTestBase.h
Handle screenshot delay.
FunctionalTesting
virtual bool IsReady_Implementation()
[]
AScreenshotFunctionalTestBase::OnComparisonComplete
/Engine/Source/Developer/FunctionalTesting/Classes/ScreenshotFunctionalTestBase.h
Do some logging and trigger OnScreenshotTakenAndCompared.
FunctionalTesting
void OnComparisonComplete ( const [FAutomationScreenshotCompareResults](API\Runtime\Core\Misc\FAutomationScreenshotCompareResu-) & CompareResults )
[]
AScreenshotFunctionalTestBase::OnScreenShotCaptured
/Engine/Source/Developer/FunctionalTesting/Classes/ScreenshotFunctionalTestBase.h
Pass screenshot pixels and meta data toFAutomationTestFramework. Register OnComparisonComplete which will be called the automation test system when screenshot comparison is complete
FunctionalTesting
void OnScreenShotCaptured ( int32 InSizeX, int32 InSizeY, const [TArray](API\Runtime\Core\Containers\TArray)< [FColor](API\Runtime\Core\Math\FColor) > & InImageData )
[]
AScreenshotFunctionalTestBase::OnScreenshotTakenAndCompared
/Engine/Source/Developer/FunctionalTesting/Classes/ScreenshotFunctionalTestBase.h
Call RestoreViewport and finish this test.
FunctionalTesting
virtual void OnScreenshotTakenAndCompared()
[]
AScreenshotFunctionalTestBase::PostEditChangeProperty
/Engine/Source/Developer/FunctionalTesting/Classes/ScreenshotFunctionalTestBase.h
Called when a property on this object has been modified externally
FunctionalTesting
virtual void PostEditChangeProperty ( [FPropertyChangedEvent](API\Runtime\CoreUObject\UObject\FPropertyChangedEvent) & PropertyChangedEvent )
[]
AScreenshotFunctionalTestBase::PrepareTest
/Engine/Source/Developer/FunctionalTesting/Classes/ScreenshotFunctionalTestBase.h
Set player view target to screenshot camera and call PrepareForScreenshot.
FunctionalTesting
virtual void PrepareTest()
[]
AScreenshotFunctionalTestBase::PrepareForScreenshot
/Engine/Source/Developer/FunctionalTesting/Classes/ScreenshotFunctionalTestBase.h
Resize viewport to screenshot size (if possible) and set up screenshot environment (disable AA, etc.)
FunctionalTesting
void PrepareForScreenshot()
[]
AScreenshotFunctionalTestBase::RequestScreenshot
/Engine/Source/Developer/FunctionalTesting/Classes/ScreenshotFunctionalTestBase.h
Doesn't actually request in base class. It simply register OnScreenshotCaptured.
FunctionalTesting
virtual void RequestScreenshot()
[]
AScreenshotFunctionalTestBase::RestoreViewSettings
/Engine/Source/Developer/FunctionalTesting/Classes/ScreenshotFunctionalTestBase.h
Restore viewport size and original environment settings.
FunctionalTesting
void RestoreViewSettings()
[]
AScreenshotFunctionalTestBase::Serialize
/Engine/Source/Developer/FunctionalTesting/Classes/ScreenshotFunctionalTestBase.h
Handles reading, writing, and reference collecting usingFArchive. This implementation handles allFPropertyserialization, but can be overridden for native variables.
FunctionalTesting
virtual void Serialize ( [FArchive](API\Runtime\Core\Serialization\FArchive) & Ar )
[]
AScreenshotFunctionalTestBase::StartTest
/Engine/Source/Developer/FunctionalTesting/Classes/ScreenshotFunctionalTestBase.h
Register OnScreenshotTakenAndCompared and call RequestScreenshot.
FunctionalTesting
virtual void StartTest()
[]
AScreenshotFunctionalTestBase::AScreenshotFunctionalTestBase
/Engine/Source/Developer/FunctionalTesting/Classes/ScreenshotFunctionalTestBase.h
FunctionalTesting
AScreenshotFunctionalTestBase ( const [FObjectInitializer](API\Runtime\CoreUObject\UObject\FObjectInitializer) & ObjectInitializer )
[]
AScreenshotFunctionalTestBase
/Engine/Source/Developer/FunctionalTesting/Classes/ScreenshotFunctionalTestBase.h
Base class for screenshot functional test
FunctionalTesting
class AScreenshotFunctionalTestBase : public [AFunctionalTest](API\Developer\FunctionalTesting\AFunctionalTest)
[ { "type": "FString", "name": "Notes", "description": "" }, { "type": "TObjectPtr< cla...", "name": "ScreenshotCamera", "description": "" }, { "type": "FAutomationScre...", "name": "ScreenshotOptions", "description": "" }, { "type": "FIntPoint", "name": "ViewportRestoreSize", "description": "" } ]
EComparisonMethod
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
FunctionalTesting
enum EComparisonMethod { Equal_To, Not_Equal_To, Greater_Than_Or_Equal_To, Less_Than_Or_Equal_To, Greater_Than, Less_Than, }
[]
EComparisonTolerance
/Engine/Source/Developer/FunctionalTesting/Public/AutomationScreenshotOptions.h
FunctionalTesting
enum EComparisonTolerance { Zero, Low, Medium, High, Custom, }
[]
EFunctionalTestLogHandling
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
FunctionalTesting
enum EFunctionalTestLogHandling { ProjectDefault, OutputIsError, OutputIgnored, }
[]
EFunctionalTestResult
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
FunctionalTesting
enum EFunctionalTestResult { Default, Invalid, Error, Running, Failed, Succeeded, }
[]
EWidgetTestAppearLocation
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalUIScreenshotTest.h
FunctionalTesting
enum EWidgetTestAppearLocation { Viewport, PlayerScreen, }
[]
FAITestSpawnInfo::IsValid
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalAITest.h
FunctionalTesting
virtual bool IsValid() const
[]
FAITestSpawnInfo::Spawn
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalAITest.h
FunctionalTesting
virtual bool Spawn ( [AFunctionalAITestBase](API\Developer\FunctionalTesting\AFunctionalAITestBase) * AITest ) const
[]
FAITestSpawnInfo::FAITestSpawnInfo
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalAITest.h
FunctionalTesting
FAITestSpawnInfo()
[]
FAITestSpawnInfo
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalAITest.h
Generic AI Test Spawn Info used inFAITestSpawnSetwithin a genericAFunctionalAITesttest.
FunctionalTesting
struct FAITestSpawnInfo : public [FAITestSpawnInfoBase](API\Developer\FunctionalTesting\FAITestSpawnInfoBase)
[ { "type": "TObjectPtr< cla...", "name": "BehaviorTree", "description": "If set will be applied to spawned AI" }, { "type": "TSubclassOf< cl...", "name": "ControllerClass", "description": "Class to override default pawn's controller class. If None the default will be used" }, { "type": "TSubclassOf< cl...", "name": "PawnClass", "description": "Determines AI to be spawned" }, { "type": "FGenericTeamId", "name": "TeamID", "description": "" } ]
FAITestSpawnInfoBase::IsValid
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalAITest.h
FunctionalTesting
virtual bool IsValid() const
[]
FAITestSpawnInfoBase::Spawn
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalAITest.h
FunctionalTesting
virtual bool Spawn ( [AFunctionalAITestBase](API\Developer\FunctionalTesting\AFunctionalAITestBase) * AITest ) const
[]
FAITestSpawnInfoBase::FAITestSpawnInfoBase
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalAITest.h
FunctionalTesting
FAITestSpawnInfoBase()
[]
FAITestSpawnInfoBase::~FAITestSpawnInfoBase
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalAITest.h
FunctionalTesting
virtual ~FAITestSpawnInfoBase()
[]
FAITestSpawnInfoBase
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalAITest.h
Base struct defining where & when to spawn. Used within aFAITestSpawnSetBaseclass.
FunctionalTesting
struct FAITestSpawnInfoBase
[ { "type": "int32", "name": "NumberToSpawn", "description": "" }, { "type": "float", "name": "PreSpawnDelay", "description": "Delay before attempting first spawn" }, { "type": "float", "name": "SpawnDelay", "description": "Delay between consecutive spawn attempts" }, { "type": "TObjectPtr<AAc...", "name": "SpawnLocation", "description": "Where should AI be spawned" }, { "type": "FName", "name": "SpawnSetName", "description": "Gets filled owning spawn set upon game start" } ]
FAITestSpawnSet::ForEachSpawnInfo
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalAITest.h
To iterate through the spawn info container and execute Predicate on each in a const-correct way.
FunctionalTesting
virtual void ForEachSpawnInfo ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FAITestSpawnInfoBase](API\Developer\FunctionalTesting\FAITestSpawnInfoBase) &)> Predicate ) const
[]
FAITestSpawnSet::ForEachSpawnInfo
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalAITest.h
To iterate through the spawn info container and execute Predicate on each.
FunctionalTesting
virtual void ForEachSpawnInfo ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([FAITestSpawnInfoBase](API\Developer\FunctionalTesting\FAITestSpawnInfoBase) &)> Predicate )
[]
FAITestSpawnSet::GetSpawnInfo
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalAITest.h
Return theFAITestSpawnInfoBaseat this index of the SpawnInfoContainer array. Const-correct version.
FunctionalTesting
virtual const [FAITestSpawnInfoBase](API\Developer\FunctionalTesting\FAITestSpawnInfoBase) * GetSpawnInfo ( const int32 SpawnInfoIndex ) const
[]
FAITestSpawnSet::GetSpawnInfo
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalAITest.h
Return theFAITestSpawnInfoBaseat this index of the SpawnInfoContainer array.
FunctionalTesting
virtual [FAITestSpawnInfoBase](API\Developer\FunctionalTesting\FAITestSpawnInfoBase) * GetSpawnInfo ( const int32 SpawnInfoIndex )
[]
FAITestSpawnSet::IsValidSpawnInfoIndex
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalAITest.h
Return whether the index is valid in the SpawnInfoContainer array.
FunctionalTesting
virtual bool IsValidSpawnInfoIndex ( const int32 Index ) const
[]
FAITestSpawnSet::FAITestSpawnSet
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalAITest.h
FunctionalTesting
FAITestSpawnSet()
[]
FAITestSpawnSet
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalAITest.h
Generic AI Test Spawn Set that is used in regularAFunctionalAITesttests.
FunctionalTesting
struct FAITestSpawnSet : public [FAITestSpawnSetBase](API\Developer\FunctionalTesting\FAITestSpawnSetBase)
[ { "type": "TArray<FAITest...", "name": "SpawnInfoContainer", "description": "What to spawn" } ]
FAITestSpawnSetBase::ForEachSpawnInfo
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalAITest.h
Pure virtual method to iterate through the spawn info container and execute Predicate on each in a const-correct way.
FunctionalTesting
virtual void ForEachSpawnInfo ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void(const [FAITestSpawnInfoBase](API\Developer\FunctionalTesting\FAITestSpawnInfoBase) &)> Predicate ) const
[]
FAITestSpawnSetBase::ForEachSpawnInfo
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalAITest.h
Pure virtual method to iterate through the spawn info container and execute Predicate on each.
FunctionalTesting
virtual void ForEachSpawnInfo ( [TFunctionRef](API\Runtime\Core\GenericPlatform\TFunctionRef)< void([FAITestSpawnInfoBase](API\Developer\FunctionalTesting\FAITestSpawnInfoBase) &)> Predicate )
[]
FAITestSpawnSetBase::GetSpawnInfo
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalAITest.h
Return theFAITestSpawnInfoBaseat this index of the SpawnInfoContainer array. Const-correct version.
FunctionalTesting
virtual const [FAITestSpawnInfoBase](API\Developer\FunctionalTesting\FAITestSpawnInfoBase) * GetSpawnInfo ( const int32 SpawnInfoIndex ) const
[]
FAITestSpawnSetBase::GetSpawnInfo
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalAITest.h
Return theFAITestSpawnInfoBaseat this index of the SpawnInfoContainer array.
FunctionalTesting
virtual [FAITestSpawnInfoBase](API\Developer\FunctionalTesting\FAITestSpawnInfoBase) * GetSpawnInfo ( const int32 SpawnInfoIndex )
[]
FAITestSpawnSetBase::IsValidSpawnInfoIndex
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalAITest.h
Return whether the index is valid in the SpawnInfoContainer array.
FunctionalTesting
virtual bool IsValidSpawnInfoIndex ( const int32 Index ) const
[]
FAITestSpawnSetBase::FAITestSpawnSetBase
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalAITest.h
FunctionalTesting
FAITestSpawnSetBase()
[]
FAITestSpawnSetBase::~FAITestSpawnSetBase
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalAITest.h
FunctionalTesting
virtual ~FAITestSpawnSetBase()
[]
FAITestSpawnSetBase
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalAITest.h
Base struct defining an AI Test Spawn Set that are used inAFunctionalAITestBasetests.
FunctionalTesting
struct FAITestSpawnSetBase
[ { "type": "uint32: 1", "name": "bEnabled", "description": "" }, { "type": "TObjectPtr<AAc...", "name": "FallbackSpawnLocation", "description": "Location used for spawning if spawn info doesn't define one" }, { "type": "FName", "name": "Name", "description": "Give the set a name to help identify it if need be" } ]
FAutomationFunctionalTestEnvSetup::GetVariable
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
FunctionalTesting
[FString](API\Runtime\Core\Containers\FString) GetVariable ( const [FString](API\Runtime\Core\Containers\FString) & VariableName )
[]
FAutomationFunctionalTestEnvSetup::Restore
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
Restore the old settings.
FunctionalTesting
void Restore()
[]
FAutomationFunctionalTestEnvSetup::SetVariable
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
FunctionalTesting
void SetVariable ( const [FString](API\Runtime\Core\Containers\FString) & VariableName, const [FString](API\Runtime\Core\Containers\FString) & Value )
[]
FAutomationFunctionalTestEnvSetup::FAutomationFunctionalTestEnvSetup
/Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTest.h
FunctionalTesting
FAutomationFunctionalTestEnvSetup()
[]