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API > API/Plugins > API/Plugins/AutomatedPerfTesting
| |
|
| Name |
UAutomatedReplayPerfTestProjectSettings |
| Type |
class |
| Header File |
/Engine/Plugins/Performance/AutomatedPerfTesting/Source/AutomatedPerfTesting/Public/AutomatedReplayPerfTest.h |
| Include Path |
#include "AutomatedReplayPerfTest.h" |
Syntax
UCLASS (MinimalAPI, BlueprintType, Config=Engine, defaultconfig,
DisplayName="Automated Performance Testing | Replay")
class UAutomatedReplayPerfTestProjectSettings : public UDeveloperSettings
Inheritance Hierarchy
Constructors
Variables
Public
| Name |
Type |
Remarks |
Include Path |
Unreal Specifiers |
| CSVOutputMode |
EAutomatedPerfTestCSVOutputMode |
|
AutomatedReplayPerfTest.h |
- Config
- EditAnywhere
- BlueprintReadWrite
- Category="Replay Perf Test"
|
| ReplaysToTest |
TArray< FFilePath > |
Path to replay file to be used during Replay Perf Test |
AutomatedReplayPerfTest.h |
- Config
- EditAnywhere
- BlueprintReadWrite
- Category="Replay Perf Test"
- Meta=(FilePathFilter="replay", RelativeToGameDir)
|
Functions
Public
| Name |
Remarks |
Include Path |
Unreal Specifiers |
bool GetReplayPathFromName
(
FName TestName,
FString& FoundReplay
) const
|
Get replay path from given replay name |
AutomatedReplayPerfTest.h |
- BlueprintCallable
- Category="Replay Perf Test"
|
| Name |
Remarks |
Include Path |
Unreal Specifiers |
virtual FName GetCategoryName()
|
Gets the category for the settings, some high level grouping like, Editor, Engine, Game...etc. |
AutomatedReplayPerfTest.h |
|
virtual FName GetContainerName()
|
Gets the settings container name for the settings, either Project or Editor |
AutomatedReplayPerfTest.h |
|