unreal.AutomationUtilsBlueprintLibrary¶
- class unreal.AutomationUtilsBlueprintLibrary(outer: Object | None = None, name: Name | str = 'None')¶
Bases:
BlueprintFunctionLibraryAutomation Utils Blueprint Library
C++ Source:
Plugin: AutomationUtils
Module: AutomationUtils
File: AutomationUtilsBlueprintLibrary.h
- classmethod add_automation_mount_point(root_path='/Automation/') None¶
Registers a virtual mount point rooted at FPaths::AutomationTransientDir(). Call RemoveAutomationMountPoint to unregister when done.
- Parameters:
root_path (str) – Virtual root path.
- classmethod finish_all_asset_compilation() None¶
Blocks the game thread until all in-flight asset compilation finishes and the render thread has drained the followup commands the compile workers posted. Use this in test teardown before deleting assets whose shader compilation might still be in flight; otherwise GC can destroy an FMaterial mid-compile and hit ~FMaterial’s RenderingThreadCompilingShaderMapId == 0 assert.