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Unreal Engine C++ API Reference > Developer > FunctionalTesting
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UBlueprintFunctionLibrary
- UFunctionalTestingManager
References
Module | FunctionalTesting |
Header | /Engine/Source/Developer/FunctionalTesting/Classes/FunctionalTestingManager.h |
Include | #include "FunctionalTestingManager.h" |
Syntax
class UFunctionalTestingManager : public UBlueprintFunctionLibrary
Variables
Type | Name | Description | |
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TArray< TObjectPtr< class AFunctionalTest > > | AllTests | |
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bool | bFinished | |
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bool | bInitialDelayApplied | |
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bool | bIsRunning | |
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bool | bIsTearingDown | |
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bool | bLooped | |
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uint32 | CurrentIteration | |
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FFunctionalTestEventSignature | OnSetupTests | |
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FFunctionalTestEventSignature | OnTestsBegin | |
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FFunctionalTestEventSignature | OnTestsComplete | |
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FString | StartingReproString | FString GatheredFailedTestsReproString;. |
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FFunctionalTestDoneSignature | TestFinishedObserver | |
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TArray< FString > | TestReproStrings | |
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TArray< TObjectPtr< class AFunctionalTest > > | TestsLeft |
Constructors
Type | Name | Description | |
---|---|---|---|
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UFunctionalTestingManager
(
const FObjectInitializer& ObjectInitializer |
Functions
Type | Name | Description | |
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void | AllTestsDone () |
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UFunctionalTestingManager * | GetManager
(
UObject* WorldContext |
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UWorld * | GetWorld () |
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bool | IsFinished () |
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bool | IsLooped () |
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bool | IsRunning () |
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void | NotifyTestDone
(
AFunctionalTest* FTest |
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void | OnTestDone
(
AFunctionalTest* FTest |
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void | OnWorldCleanedUp
(
UWorld* World, |
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bool | RunAllFunctionalTests
(
UObject* WorldContextObject, |
Triggers in sequence all functional tests found on the level. |
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bool | ||
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void | SetLooped
(
const bool bNewLooped |
|
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void | SetReproString
(
FString ReproString |
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void | SetUpTests () |
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void | TickMe
(
float DeltaTime |
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void |