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Unreal Engine C++ API Reference > Plugins > NetcodeUnitTest
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- UUnitTestBase
- UUnitTest
- UNetBitsTest
- UPackedVectorTest
- UProcessUnitTest
- UClientUnitTest
- UFTextCrash
- UIPClient
- USteamClient
- UWebSocketClient
- UUTT61_DebugReplicateData
- UVMReflection
References
Module | NetcodeUnitTest |
Header | /Engine/Plugins/NetcodeUnitTest/NetcodeUnitTest/Source/NetcodeUnitTest/Classes/UnitTestBase.h |
Include | #include "UnitTestBase.h" |
Syntax
UCLASS&40;Abstract&41;
class UUnitTestBase :
public UObject,
public FUnitLogInterface
Remarks
Base class for the unit test framework event implementation (all engine/external-triggered events are wrapped, in order to hook logs triggered during their execution)
NOTE: All wrapped functions/events, begin with 'UT'
Constructors
Type | Name | Description | |
---|---|---|---|
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UUnitTestBase
(
const FObjectInitializer& ObjectInitializer |
UUnitTestBase |
Functions
Type | Name | Description | |
---|---|---|---|
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bool | IsTickable () |
Must override in subclasses, that need ticking. |
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void | NetTick () |
Tick function that runs at a tickrate of ~60 fps, for interacting with netcode (high UnitTick tickrate, can lead to net buffer overflows) |
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void | PostUnitTick
(
float DeltaTime |
For cleanup actions that should occur after the primary tick function is called |
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bool | Adds the unit test to tracking, and starts it | |
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void | TickIsComplete
(
float DeltaTime |
Tick function for checking if the unit test is completed (happens after all above tick events) |
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void | UnitTick
(
float DeltaTime |
Main tick function for the unit test |
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bool |