unreal.AutomationUtilsBlueprintLibrary

class unreal.AutomationUtilsBlueprintLibrary(outer: Object | None = None, name: Name | str = 'None')

Bases: BlueprintFunctionLibrary

Automation 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.

classmethod remove_automation_mount_point(root_path='/Automation/') None

Unregisters a mount point previously registered with AddAutomationMountPoint.

Parameters:

root_path (str) – Virtual root path.

classmethod take_gameplay_automation_screenshot(screenshot_name, max_global_error=0.020000, max_local_error=0.120000, map_name_override='') None

Take Gameplay Automation Screenshot

Parameters:
  • screenshot_name (str)

  • max_global_error (float)

  • max_local_error (float)

  • map_name_override (str)