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Unreal Engine C++ API Reference > Plugins > NetcodeUnitTest
References
Module | NetcodeUnitTest |
Header | /Engine/Plugins/NetcodeUnitTest/NetcodeUnitTest/Source/NetcodeUnitTest/Public/NUTEnum.h |
Include | #include "NUTEnum.h" |
Syntax
enum EUnitTestFlags
&123;
None = 0x00000000,
LaunchServer = 0x00000001,
LaunchClient = 0x00000002,
AcceptPlayerController = 0x00000004,
BeaconConnect = 0x00000008,
AutoReconnect = 0x00000010,
RequirePlayerController = 0x00000100,
RequirePawn = 0x00000200,
RequirePlayerState = 0x00000400,
RequirePing = 0x00000800,
RequireNUTActor = 0x00001000,
RequireBeacon = 0x00002000,
RequireCustom = 0x00004000,
RequirementsMask = RequirePlayerController | RequirePawn | RequirePlayerState | RequirePing | RequireNUTActor | RequireBeacon | RequireCustom,
ExpectServerCrash = 0x00100000,
ExpectDisconnect = 0x00200000,
IgnoreServerCrash = 0x00400000,
IgnoreClientCrash = 0x00800000,
IgnoreDisconnect = 0x01000000,
NotifyProcessEvent = 0x02000000,
CaptureReceivedRaw = 0x04000000,
DumpControlMessages = 0x08000000,
&125;
Values
Name | Description |
---|---|
None | |
LaunchServer | Sub-process flags |
LaunchClient | |
AcceptPlayerController | Minimal-client netcode functionality |
BeaconConnect | |
AutoReconnect | |
RequirePlayerController | Unit test state-setup/requirements/prerequisites |
RequirePawn | |
RequirePlayerState | |
RequirePing | |
RequireNUTActor | |
RequireBeacon | |
RequireCustom | |
RequirementsMask | |
ExpectServerCrash | Unit test error/crash detection |
ExpectDisconnect | |
IgnoreServerCrash | Unit test error/crash detection debugging (NOTE: Don't use these in finalized unit tests, unit tests must handle all errors) |
IgnoreClientCrash | |
IgnoreDisconnect | |
NotifyProcessEvent | Unit test events |
CaptureReceivedRaw | Debugging |
DumpControlMessages |
Remarks
Flags for configuring how individual unit tests make use of the base client unit test framework. NOTE: There is crossover between these flags, and EMinClientFlags.
Types of things these flags control:
- Types of remote data which are accepted/denied (channel types, actors, RPC's)
- IMPORTANT: This includes local setup of e.g. actor channels, and possibly execution of RPC's in local context, which risks undefined behaviour (which is why it is disabled by default - you have to know what you're doing)
- The prerequisites needed before executing the unit test (need a valid PlayerController? A particular actor?)
- Whether or not a server or another client is automatically launched
- Enabling other miscellaneous events, such as capturing raw packet data for debugging