// Copyright Epic Games, Inc. All Rights Reserved. #include "FunctionalTestingHelper.h" #include "FunctionalTestingModule.h" bool FWaitForFTestsToFinish::Update() { return IFunctionalTestingModule::Get().IsRunning() == false; } bool FTriggerFTests::Update() { IFunctionalTestingModule& Module = IFunctionalTestingModule::Get(); if (Module.IsFinished()) { // if tests have been already triggered by level script just make sure it's not looping if (Module.IsRunning()) { Module.SetLooping(false); } else { Module.RunAllTestsOnMap(false, false); } } return true; } bool FTriggerFTest::Update() { IFunctionalTestingModule& Module = IFunctionalTestingModule::Get(); if (Module.IsFinished()) { // if tests have been already triggered by level script just make sure it's not looping if (Module.IsRunning()) { IFunctionalTestingModule::Get().SetLooping(false); } else { IFunctionalTestingModule::Get().RunTestOnMap(TestName, false, false); } } return true; } bool FStartFTestsOnMap::Update() { // This should now be handled by your IsReady override of the functional test. //should really be wait until the map is properly loaded....in PIE or gameplay.... //ADD_LATENT_AUTOMATION_COMMAND(FWaitLatentCommand(15.f)); ADD_LATENT_AUTOMATION_COMMAND(FTriggerFTests); ADD_LATENT_AUTOMATION_COMMAND(FWaitForFTestsToFinish); return true; } bool FStartFTestOnMap::Update() { ADD_LATENT_AUTOMATION_COMMAND(FTriggerFTest(TestName)); ADD_LATENT_AUTOMATION_COMMAND(FWaitForFTestsToFinish); return true; }