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Unreal Engine C++ API Reference > Plugins > NetcodeUnitTest
Inheritance Hierarchy
- FUnitTestEnvironment
- FQAGameEnvironment
- FShooterGameEnvironment
- FUTEnvironment
References
Module | NetcodeUnitTest |
Header | /Engine/Plugins/NetcodeUnitTest/NetcodeUnitTest/Source/NetcodeUnitTest/Public/UnitTestEnvironment.h |
Include | #include "UnitTestEnvironment.h" |
Syntax
class FUnitTestEnvironment
Remarks
Class for handling per-game implementation of unit test environmental defaults
Variables
Type | Name | Description | |
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UUnitTest * | UnitTest | The unit test being initialized using the current environment (WARNING: Will be nullptr for legacy unit tests) |
Constructors
Type | Name | Description | |
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Destructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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void | AddUnitTestEnvironment
(
FString Game, |
Adds a new environment to the unit test environment list |
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void | GetClientProgressLogs
(
const TArray< FString >*& OutTimeoutResetLogs |
Returns client log messages, for the current game, that indicate progress logs for resetting unit test timeout |
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FString | Returns the default URL that minimal clients should use, when connecting to a server, for the current game | |
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FString | Returns the default parameters for launched clients | |
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FString | GetDefaultMap
(
EUnitTestFlags UnitTestFlags |
Returns the default map name, that should be used with unit tests, for the current game |
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FString | GetDefaultServerParameters
(
FString InLogCmds, |
Returns the default parameters for launched servers |
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uint32 | Returns the default/minimum timeout that unit tests should use, for the current game | |
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void | GetProgressBlockingProcesses
(
const TArray< FString >*& OutBlockingProcesses |
Returns child process names, that indicate progress blockers in starting up (e.g. shader compiler) All child processes, including server/client child processes (and their children) are checked. |
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void | Returns server log messages, for the current game, that indicate progress in starting up | |
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void | HandleClientPlayer
(
EUnitTestFlags UnitTestFlags, |
Executes game-specific handling, upon client unit tests initializing the client PlayerController |
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void | InitializeClientProgressLogs
(
TArray< FString >& TimeoutResetLogs |
Called when initializing the static arrays, containing the client progress logs |
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void | InitializeProgressBlockingProcesses
(
TArray< FString >& BlockingProcesses |
Called when initializing the static arrays, containing the progress blocking processes |
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void | Called when initializing the static arrays, containing the server progress logs | |
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void | If the game environment requires special/complex setup (e.g. player auth before join), then UnitTask's for handling complex setup, are added here. | |
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void | Register () |
Registers the unit test environment, with the environment list IMPORTANT: This MUST be implemented in every subclass, and the subclass version MUST called, within your modules 'StartupModule' |
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void | SetupDefaultClientParameters
(
FString& OutCommandline |
Sets up the default client parameters, specifying a (potentially already modified) commandline for modification |
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void | SetupDefaultServerParameters
(
FString& OutCommandline, |
Sets up the default server parameters, specifying commandline and '-*Cmds=x' separately (combined within parent function above) |