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AccessPrivate |
This template, is used to link an arbitrary class member, to the GetPrivate function. |
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ANUTActor |
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FAssertHookDevice |
Output device for replacing GError, and catching specific asserts so they don't crash the game. |
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FContextPointer |
There is a problem with the parser API, where the Context you pass into the Evaluate function is marked: const ContextType* Context |
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FDynamicOutputDevice |
Output device for allowing quick/dynamic creation of a customized output device, using lambda's passed to delegates |
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FErrorLog |
Struct used for storing and classifying each log error line |
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FExecuteOnServer |
Delegate for executing a unit test function on the server |
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FFuncReflection |
FFuncReflection - helper for quickly/concisely setting function parameters through reflection |
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FHookOutputDevice |
Output device for hijacking/hooking an existing output device (e.g. to hijack GError, to block specific asserts) Inherit this class, to implement desired hook behaviour in subclass |
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FLogCommandManager |
Log hook which executes console commands upon detecting certain log entries. |
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FLogHookManager |
Generic log hook, for calling a hook function upon detecting a specific log entry |
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FLogTraceManager |
A log hook, which watches the log for specified log entries, and ties them into the stack trace manager |
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FMinClientHooks |
Delegate hooks for the minimal client - also directly inherited by UMinimalClient |
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FMinClientParms |
Parameters for configuring the minimal client - also directly inherited by UMinimalClient |
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FNUTModuleInterface |
Includes. |
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FNUTStackTrace |
A class for dumping a stack trace, upon encountering a specific piece of code |
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FProtMinClientHooks |
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FProtMinClientParms |
Sidestep header parser enforcement of 'public' on inheritance below. |
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FReflEvaluationContext |
FVMReflectionParser - A string interface for FVMReflection, which performs reflection on the UE virtual machine. |
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FScopedIncrementTraceIgnoreDepth |
Used for adjusting the depth of ignore stack trace lines in FStackTraceManager |
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FScopedLog |
Use this following code snippet, to execute the above function. |
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FScopedLogNet |
Version of FScopedLog, for scoped logging of all netcode-related logs |
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FScopedLogSuppress |
Version of FScopedLog, for suppressing instead of enabling log entries |
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FStackTraceManager |
Manager for handling multiple debug stack traces on-the-fly, and allowing abstraction of stack traces, so you don't have to manually handle FNUTStackTrace objects (which can be complicated/bug-prone). |
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FStackTrackerbIsEnabledAccessor |
Enable access to FStackTracker.bIsEnabled. |
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FTestResultPointer |
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FUnitLogInterface |
Implements an interface for using the UNIT_LOG etc. macros above, within a class |
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FUnitLogRedirect |
Implements a UNIT_LOG interface, which redirects to another unit log interface (e.g. redirect MinimalClient UNIT_LOG's to a UnitTest) |
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FUnitStatusLog |
Structs Used for storing unit-test-specific logs, which are displayed in the status window (upon completion of unit testing, a final summary is printed using this data, but in a more-ordered/easier-to-read fashion) |
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FUnitTestEnvironment |
Class for handling per-game implementation of unit test environmental defaults |
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FUnitTestProcess |
Struct used for handling a launched UE client/server process |
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FVMReflection |
FVMReflection |
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FVMReflectionParser |
FVMReflectionParser |
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INetcodeUnitTest |
Public interface for the NetcodeUnitTest module |
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NUTDebug |
A log hook, which watches the log for specified log entries, and ties them into the stack trace manager |
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NUTUtil |
General utility functions |
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NUTUtilRefl |
NUTUtilRefl - general reflection helper utility functions |
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UClientUnitTest |
Base class for all unit tests depending upon a MinimalClient connecting to a server. |
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UMinimalClient |
Base class for implementing a barebones/stripped-down game client, capable of connecting to a regular game server, but stripped/locked-down so that the absolute minimum of client/server netcode functionality is executed, for connecting the client. |
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UNUTGlobals |
Stores globals/static-variables for NetcodeUnitTest - for compatibility with hot reload |
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UProcessUnitTest |
Base class for all unit tests which launch child processes, whether they be UE child processes, or other arbitrary programs. |
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UUnitTask |
UnitTask's are used to implement supporting code for UnitTest's, for handling complex behind-the-scenes setup prior to test execution (e.g. primarily for implementing game-specific server/client environment setup), which is shared between many unit tests, and which is better to abstract-away from visibility in unit tests themselves, for code clarity. |
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UUnitTest |
Base class for all unit tests |
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UUnitTestBase |
Includes. |
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UUnitTestCommandlet |
Includes. |
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UUnitTestManager |
Manages centralized execution and tracking of unit tests, as well as handling console commands, and some misc tasks like local log hooking |
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