57 lines
1.2 KiB
C++
57 lines
1.2 KiB
C++
// Copyright Epic Games, Inc. All Rights Reserved.
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#pragma once
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#include "SpawnHelper.h"
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#define UE_API CQTEST_API
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/*
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//Example boiler plate
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#include "CQTest.h"
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#include "Components/ActorTestSpawner.h"
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TEST_CLASS(MyFixtureName, "ActorSpawner.Example")
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{
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FActorTestSpawner Spawner;
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TEST_METHOD(Spawn_BaseActor_DefaultActorSpawned)
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{
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AActor& Actor = Spawner.SpawnActor<AActor>();
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ASSERT_THAT(IsTrue(Actor.GetFName() == NAME_None));
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}
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TEST_METHOD(Spawn_BaseObject_DefaultObjectSpawned)
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{
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UObject& Object = Spawner.SpawnObject<UObject>();
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ASSERT_THAT(IsTrue(Object.GetFName() == NAME_None));
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}
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};
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*/
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class UTestGameInstance;
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/** Class for spawning actors in an ActorTest context(no PIE loaded) */
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struct FActorTestSpawner : public FSpawnHelper
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{
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FActorTestSpawner() = default;
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UE_API virtual ~FActorTestSpawner() override;
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/** Initialize the GameSubsystem for the test world. */
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UE_API void InitializeGameSubsystems();
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/** Returns a pointer to the test game instance. */
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UE_API UTestGameInstance* GetGameInstance();
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protected:
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/** Returns a newly created world. */
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UE_API virtual UWorld* CreateWorld() override;
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private:
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UTestGameInstance* GameInstance{ nullptr };
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};
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#undef UE_API
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