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