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A commandlet for running unit tests, without having to launch the game client. Uses a heavily stripped down game client, with allowances for Slate, and some hacks for enabling proper netcode usage.
Usage: "UnrealEditor.exe shootergame -run=NetcodeUnitTest.UnitTestCommandlet"
Parameters: -UnitTest=UnitTestName
- Launches only the specified unit test
-UnitTestNoAutoClose
- Sets the default option for the 'AutoClose' button to False
-UnitTestServerParms="CommandlineParameters"
- Adds additional commandline parameters to unit test server instances (useful for e.g. unsuppressing specific logs)
-UnitTestClientParms="CommandlineParameters"
- Adds additional commandline parameters to unit test client instances
-UnitTestClientDebug
- Launches unit test clients with a valid render interface (so you can interact with the client window), and a larger window
-UnitTestCap=x
- Caps the maximum number of unit tests that can run at the same time
| Name | UUnitTestCommandlet |
| Type | class |
| Header File | /Engine/Plugins/NetcodeUnitTest/NetcodeUnitTest/Source/NetcodeUnitTest/Classes/UnitTestCommandlet.h |
| Include Path | #include "UnitTestCommandlet.h" |
Syntax
UCLASS ()
class UUnitTestCommandlet : public UCommandlet
Inheritance Hierarchy
- UObjectBase → UObjectBaseUtility → UObject → UCommandlet → UUnitTestCommandlet
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UUnitTestCommandlet
(
const FObjectInitializer& ObjectInitializer |
UUnitTestCommandlet | UnitTestCommandlet.h |
Functions
Public
Overridden from UCommandlet
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void CreateCustomEngine
(
const FString& Params |
UnitTestCommandlet.h | ||
virtual int32 Main
(
const FString& Params |
UnitTestCommandlet.h |