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API > API/Plugins > API/Plugins/AutomatedPerfTesting > API/Plugins/AutomatedPerfTesting/StaticCameraTests
Inheritance Hierarchy
- UDeveloperSettings
- UAutomatedStaticCameraPerfTestProjectSettings
References
| Module | AutomatedPerfTesting |
| Header | /Engine/Plugins/Performance/AutomatedPerfTesting/Source/AutomatedPerfTesting/Public/StaticCameraTests/AutomatedStaticCameraPerfTestBase.h |
| Include | #include "StaticCameraTests/AutomatedStaticCameraPerfTestBase.h" |
Syntax
UCLASS (BlueprintType, Config=Engine, defaultconfig,
DisplayName="Automated Performance Testing | Static Camera")
class UAutomatedStaticCameraPerfTestProjectSettings : public UDeveloperSettings
Variables
| Type | Name | Description | |
|---|---|---|---|
| bool | bCaptureScreenshots | If true, will capture a screenshot for each camera tested after gathering data | |
| float | CooldownTime | For how long the static camera performance test should delay after ending evaluation before switching to the next camera | |
| EAutomatedPerfTestCSVOutputMode | CSVOutputMode | For Static Camera Perf Tests, Separate will output one CSV per map tested, and Granular will output one CSV per camera. | |
| FString | GameModeOverride | If set, will launch the material performance test map with this game mode alias (make sure you've set the game mode alias in the Maps and Modes settings of your project!) | |
| TArray< FSoftObjectPath > | MapsToTest | List of levels to test | |
| float | SoakTime | For how long the static camera performance test should gather data on each camera, in seconds | |
| float | WarmUpTime | For how long the material performance test should delay before beginning to gather data for a material, in seconds |
Constructors
| Type | Name | Description | |
|---|---|---|---|
UAutomatedStaticCameraPerfTestProjectSettings
(
const FObjectInitializer& |
Functions
| Type | Name | Description | |
|---|---|---|---|
| FName | Gets the category for the settings, some high level grouping like, Editor, Engine, Game...etc. | ||
| FName | Gets the settings container name for the settings, either Project or Editor | ||
| bool | GetMapFromAssetName
(
FString AssetName, |