Navigation
API > API/Plugins > API/Plugins/Gauntlet
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UGauntletTestController
- UGauntletTestControllerBootTest
- UGauntletTestControllerErrorTest
- UICVFXTestControllerBase
- UICVFXTestControllerAutoTest
References
| Module | Gauntlet |
| Header | /Engine/Plugins/Experimental/Gauntlet/Source/Gauntlet/Public/GauntletTestController.h |
| Include | #include "GauntletTestController.h" |
Syntax
UCLASS&40;&41;
class UGauntletTestController : public UObject
Remarks
Base class for games to implement test controllers that use the Gauntlet native framework. This is a very thin class that is created automatically based on command line params (-gauntlet=MyControllerName) and provides easily overridden functions that represent state changes and ticking
In essence your derived class should implement logic that starts and monitors a test, then calls EndTest(Result) when the desired criteria are met (or not!)
Constructors
| Type | Name | Description | |
|---|---|---|---|
UGauntletTestController
(
const FObjectInitializer& ObjectInitializer |
Default constructur |
Destructors
| Type | Name | Description | |
|---|---|---|---|
Functions
| Type | Name | Description | |
|---|---|---|---|
| void | EndTest
(
int32 ExitCode |
Called to end testing and exit the app with provided code, static to avoid test instance state/lifetime dependency | |
| FString | Return the name of the current persistent map | ||
| FName | Returns the current state applied to Gauntlet | ||
| APlayerController * | Helper function that returns the first player controller in the world (may be null depending on when called). | ||
| FGauntletModule * | GetGauntlet () |
Returns the gauntlet module running this test | |
| double | Return the time since OnStateChange was called with the current state | ||
| UWorld * | GetWorld () |
Return the current world | |
| void | MarkHeartbeatActive
(
const FString& OptionalStatusMessage |
Marks the next heartbeat as active and immediately forces a heartbeat with the given status message if one is specified. | |
| void | OnInit () |
Called when the controller is first initialized | |
| void | OnPostMapChange
(
UWorld* World |
Called after a map change. | |
| void | Called prior to a map change | ||
| void | OnStateChange
(
FName OldState, |
Called when a state change is applied to the module. | |
| void | OnTick
(
float TimeDelta |
Called periodically to let the controller check and control state |