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Class FunctionalTest

Functional Test

Inheritance
System.Object
UObject
Actor
FunctionalTest
FunctionalAITest
ScreenshotFunctionalTestBase
Inherited Members
Actor.K2_OnBecomeViewTarget
Actor.K2_OnEndViewTarget
Actor.K2_OnReset
Actor.ReceiveActorBeginCursorOver
Actor.ReceiveActorBeginOverlap
Actor.ReceiveActorEndCursorOver
Actor.ReceiveActorEndOverlap
Actor.ReceiveActorOnClicked
Actor.ReceiveActorOnInputTouchBegin
Actor.ReceiveActorOnInputTouchEnd
Actor.ReceiveActorOnInputTouchEnter
Actor.ReceiveActorOnInputTouchLeave
Actor.ReceiveActorOnReleased
Actor.ReceiveAnyDamage
Actor.ReceiveBeginPlay
Actor.ReceiveDestroyed
Actor.ReceiveEndPlay
Actor.ReceiveHit
Actor.ReceivePointDamage
Actor.ReceiveRadialDamage
Actor.ReceiveTick
Actor.UserConstructionScript
Actor.ActorHasTag(Name)
Actor.AddComponent(Name, Boolean, Transform, UObject)
Actor.AddTickPrerequisiteActor(Actor)
Actor.AddTickPrerequisiteComponent(ActorComponent)
Actor.DetachRootComponentFromParent(Boolean)
Actor.DisableInput(PlayerController)
Actor.EnableInput(PlayerController)
Actor.FlushNetDormancy()
Actor.ForceNetUpdate()
Actor.GetActorBounds(Boolean)
Actor.GetActorEnableCollision()
Actor.GetActorEyesViewPoint()
Actor.GetActorForwardVector()
Actor.GetActorLabel()
Actor.GetActorRelativeScale3D()
Actor.GetActorRightVector()
Actor.GetActorScale3D()
Actor.GetActorTickInterval()
Actor.GetActorTimeDilation()
Actor.GetActorUpVector()
Actor.GetAllChildActors(Boolean)
Actor.GetAttachedActors()
Actor.GetAttachParentActor()
Actor.GetAttachParentSocketName()
Actor.GetComponentByClass(SubclassOf<ActorComponent>)
Actor.GetComponentsByClass(SubclassOf<ActorComponent>)
Actor.GetComponentsByTag(SubclassOf<ActorComponent>, Name)
Actor.GetDistanceTo(Actor)
Actor.GetDotProductTo(Actor)
Actor.GetFolderPath(Name)
Actor.GetGameTimeSinceCreation()
Actor.GetHorizontalDistanceTo(Actor)
Actor.GetHorizontalDotProductTo(Actor)
Actor.GetInputAxisKeyValue(Key)
Actor.GetInputAxisValue(Name)
Actor.GetInputVectorAxisValue(Key)
Actor.GetInstigator()
Actor.GetInstigatorController()
Actor.GetLifeSpan()
Actor.GetLocalRole()
Actor.GetOverlappingActors(SubclassOf<Actor>)
Actor.GetOverlappingComponents()
Actor.GetOwner()
Actor.GetParentActor()
Actor.GetParentComponent()
Actor.GetRemoteRole()
Actor.GetSquaredDistanceTo(Actor)
Actor.GetTickableWhenPaused()
Actor.GetTransform()
Actor.GetVelocity()
Actor.GetVerticalDistanceTo(Actor)
Actor.HasAuthority()
Actor.IsActorBeingDestroyed()
Actor.IsActorTickEnabled()
Actor.IsChildActor()
Actor.IsEditable()
Actor.IsHiddenEd()
Actor.IsHiddenEdAtStartup()
Actor.IsOverlappingActor(Actor)
Actor.IsSelectable()
Actor.IsTemporarilyHiddenInEditor(Boolean)
Actor.K2_AddActorLocalOffset(Vector, Boolean, Boolean)
Actor.K2_AddActorLocalRotation(Rotator, Boolean, Boolean)
Actor.K2_AddActorLocalTransform(Transform, Boolean, Boolean)
Actor.K2_AddActorWorldOffset(Vector, Boolean, Boolean)
Actor.K2_AddActorWorldRotation(Rotator, Boolean, Boolean)
Actor.K2_AddActorWorldTransform(Transform, Boolean, Boolean)
Actor.K2_AttachRootComponentTo(SceneComponent, Name, Byte, Boolean)
Actor.K2_AttachRootComponentToActor(Actor, Name, Byte, Boolean)
Actor.K2_AttachToActor(Actor, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
Actor.K2_AttachToComponent(SceneComponent, Name, EAttachmentRule, EAttachmentRule, EAttachmentRule, Boolean)
Actor.K2_DestroyActor()
Actor.K2_DestroyComponent(ActorComponent)
Actor.K2_DetachFromActor(EDetachmentRule, EDetachmentRule, EDetachmentRule)
Actor.K2_GetActorLocation()
Actor.K2_GetActorRotation()
Actor.K2_GetRootComponent()
Actor.K2_SetActorLocation(Vector, Boolean, Boolean)
Actor.K2_SetActorLocationAndRotation(Vector, Rotator, Boolean, Boolean)
Actor.K2_SetActorRelativeLocation(Vector, Boolean, Boolean)
Actor.K2_SetActorRelativeRotation(Rotator, Boolean, Boolean)
Actor.K2_SetActorRelativeTransform(Transform, Boolean, Boolean)
Actor.K2_SetActorRotation(Rotator, Boolean)
Actor.K2_SetActorTransform(Transform, Boolean, Boolean)
Actor.K2_TeleportTo(Vector, Rotator)
Actor.MakeMIDForMaterial(MaterialInterface)
Actor.MakeNoise(Single, Pawn, Vector, Single, Name)
Actor.PrestreamTextures(Single, Boolean, Int32)
Actor.RemoveTickPrerequisiteActor(Actor)
Actor.RemoveTickPrerequisiteComponent(ActorComponent)
Actor.SetActorEnableCollision(Boolean)
Actor.SetActorHiddenInGame(Boolean)
Actor.SetActorLabel(String, Boolean)
Actor.SetActorRelativeScale3D(Vector)
Actor.SetActorScale3D(Vector)
Actor.SetActorTickEnabled(Boolean)
Actor.SetActorTickInterval(Single)
Actor.SetFolderPath(Name)
Actor.SetIsTemporarilyHiddenInEditor(Boolean)
Actor.SetLifeSpan(Single)
Actor.SetNetDormancy(Byte)
Actor.SetOwner(Actor)
Actor.SetReplicateMovement(Boolean)
Actor.SetReplicates(Boolean)
Actor.SetTickableWhenPaused(Boolean)
Actor.SetTickGroup(Byte)
Actor.SnapRootComponentTo(Actor, Name)
Actor.TearOff()
Actor.WasRecentlyRendered(Single)
Actor.PrimaryActorTick
Actor.bHidden
Actor.bNetTemporary
Actor.bNetStartup
Actor.bOnlyRelevantToOwner
Actor.bAlwaysRelevant
Actor.bReplicateMovement
Actor.bTearOff
Actor.bExchangedRoles
Actor.bNetLoadOnClient
Actor.bNetUseOwnerRelevancy
Actor.bRelevantForNetworkReplays
Actor.bReplayRewindable
Actor.bAllowTickBeforeBeginPlay
Actor.bAutoDestroyWhenFinished
Actor.bBlockInput
Actor.bCanBeDamaged
Actor.bCollideWhenPlacing
Actor.bFindCameraComponentWhenViewTarget
Actor.bGenerateOverlapEventsDuringLevelStreaming
Actor.bIgnoresOriginShifting
Actor.bEnableAutoLODGeneration
Actor.bIsEditorOnlyActor
Actor.bActorSeamlessTraveled
Actor.bReplicates
Actor.bCanBeInCluster
Actor.bAllowReceiveTickEventOnDedicatedServer
Actor.bActorEnableCollision
Actor.bActorIsBeingDestroyed
Actor.RemoteRole
Actor.ReplicatedMovement
Actor.InitialLifeSpan
Actor.CustomTimeDilation
Actor.AttachmentReplication
Actor.Owner
Actor.NetDriverName
Actor.Role
Actor.NetDormancy
Actor.AutoReceiveInput
Actor.InputPriority
Actor.InputComponent
Actor.NetCullDistanceSquared
Actor.NetTag
Actor.NetUpdateFrequency
Actor.MinNetUpdateFrequency
Actor.NetPriority
Actor.Instigator
Actor.Children
Actor.RootComponent
Actor.PivotOffset
Actor.ControllingMatineeActors
Actor.GroupActor
Actor.SpriteScale
Actor.FolderPath
Actor.bHiddenEd
Actor.bIsEditorPreviewActor
Actor.bHiddenEdLayer
Actor.bHiddenEdLevel
Actor.bLockLocation
Actor.bActorLabelEditable
Actor.bEditable
Actor.bListedInSceneOutliner
Actor.bHiddenEdTemporary
Actor.InstanceComponents
Actor.BlueprintCreatedComponents
UObject.TransientPackage
UObject.CastTo<T>(UObject)
UObject.CastTo(UObject, Type)
UObject.RemoveObject(UObject)
UObject.MakeObjectArrayField<T>(NativeArray*)
UObject.NotImplemented<T>()
UObject.Construct()
UObject.GetHashCode()
UObject.GetName()
UObject.ToString()
UObject.Name
UObject._None
UObject.None
UObject.ObjPointer
UObject.LoadObjectFromClass(Class, UObject, String, String, LoadFlags, PackageMap, Boolean)
UObject.LoadClass(Class, UObject, String, String, LoadFlags, PackageMap)
UObject.GetPropertyFor<T>(Name)
UObject.ExecuteUbergraph
System.Object.Equals(System.Object)
System.Object.Equals(System.Object, System.Object)
System.Object.GetType()
System.Object.MemberwiseClone()
System.Object.ReferenceEquals(System.Object, System.Object)
Namespace: UE4.FunctionalTesting
Assembly: UE4DotNet.dll
Syntax
public class FunctionalTest : Actor

Properties

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AutoDestroyActors

Auto Destroy Actors

Declaration
public ObjectArrayField<Actor> AutoDestroyActors { get; }
Property Value
Type Description
ObjectArrayField<Actor>
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bIsEnabled

Declaration
public bool bIsEnabled { get; }
Property Value
Type Description
System.Boolean
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bIsRunning

Declaration
public bool bIsRunning { get; set; }
Property Value
Type Description
System.Boolean
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bWarningsAsErrors

Declaration
public bool bWarningsAsErrors { get; }
Property Value
Type Description
System.Boolean
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DefaultObject

Get UE4 Default Object for this Class

Declaration
public static FunctionalTest DefaultObject { get; }
Property Value
Type Description
FunctionalTest
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ObservationPoint

Allows you to specify another actor to view the test from.

Declaration
public Actor ObservationPoint { get; set; }
Property Value
Type Description
Actor
Remarks

Usually this is a camera you place in the map to observe the test. Not useful when running on a build farm, but provides a handy way to observe the test from a different location than you place the functional test actor.

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PreparationTimeLimit

The Test's time limit for preparation, this is the time it has to return true when checking IsReady(). '0' means no limit.

Declaration
public float PreparationTimeLimit { get; }
Property Value
Type Description
System.Single
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RandomNumbersStream

A random number stream that you can use during testing.

Declaration
public RandomStream RandomNumbersStream { get; set; }
Property Value
Type Description
RandomStream
Remarks

This number stream will be consistent every time the test is run.

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RenderComp

Render Comp

Declaration
public FuncTestRenderingComponent RenderComp { get; set; }
Property Value
Type Description
FuncTestRenderingComponent
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SpriteComponent

Sprite Component

Declaration
public BillboardComponent SpriteComponent { get; set; }
Property Value
Type Description
BillboardComponent
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StaticClass

Get UE4 Class

Declaration
public static Class StaticClass { get; }
Property Value
Type Description
Class
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TestName

Test Name

Declaration
public TextRenderComponent TestName { get; set; }
Property Value
Type Description
TextRenderComponent
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TimeLimit

Test's time limit. '0' means no limit

Declaration
public float TimeLimit { get; }
Property Value
Type Description
System.Single
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TotalTime

Total Time

Declaration
public float TotalTime { get; }
Property Value
Type Description
System.Single

Methods

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AddError(String)

Add Error

Declaration
public void AddError(string Message)
Parameters
Type Name Description
System.String Message
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AddRerun(Name)

Causes the test to be rerun for a specific named reason.

Declaration
public void AddRerun(Name Reason)
Parameters
Type Name Description
Name Reason
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AddWarning(String)

Add Warning

Declaration
public void AddWarning(string Message)
Parameters
Type Name Description
System.String Message
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AssertEqual_Bool(Boolean, Boolean, String, UObject)

Assert that two bools are equal @

Declaration
public bool AssertEqual_Bool(bool Actual, bool Expected, string What, UObject ContextObject)
Parameters
Type Name Description
System.Boolean Actual
System.Boolean Expected
System.String What
UObject ContextObject
Returns
Type Description
System.Boolean
Remarks

param What A name to use in the message if the assert fails (What: expected {Actual} to be Equal To {Expected} for context '')

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AssertEqual_Float(Single, Single, String, Single, UObject)

Assert that two floats are equal within tolerance between two floats.

Declaration
public bool AssertEqual_Float(float Actual, float Expected, string What, float Tolerance, UObject ContextObject)
Parameters
Type Name Description
System.Single Actual
System.Single Expected
System.String What
System.Single Tolerance
UObject ContextObject
Returns
Type Description
System.Boolean
Remarks

@param What A name to use in the message if the assert fails (What: expected {Actual} to be Equal To {Expected} within Tolerance for context '')

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AssertEqual_Int(Int32, Int32, String, UObject)

Assert that two ints are equal @

Declaration
public bool AssertEqual_Int(int Actual, int Expected, string What, UObject ContextObject)
Parameters
Type Name Description
System.Int32 Actual
System.Int32 Expected
System.String What
UObject ContextObject
Returns
Type Description
System.Boolean
Remarks

param What A name to use in the message if the assert fails (What: expected {Actual} to be Equal To {Expected} for context '')

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AssertEqual_Name(Name, Name, String, UObject)

Assert that two FNames are equal @

Declaration
public bool AssertEqual_Name(Name Actual, Name Expected, string What, UObject ContextObject)
Parameters
Type Name Description
Name Actual
Name Expected
System.String What
UObject ContextObject
Returns
Type Description
System.Boolean
Remarks

param What A name to use in the message if the assert fails (What: expected {Actual} to be Equal To {Expected} for context '')

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AssertEqual_Rotator(Rotator, Rotator, String, Single, UObject)

Assert that the component angles of two rotators are all equal within a small tolerance.

Declaration
public bool AssertEqual_Rotator(Rotator Actual, Rotator Expected, string What, float Tolerance, UObject ContextObject)
Parameters
Type Name Description
Rotator Actual
Rotator Expected
System.String What
System.Single Tolerance
UObject ContextObject
Returns
Type Description
System.Boolean
Remarks

@param What A name to use in the message if the assert fails ("Expected 'What' to be {Expected} but it was {Actual} for context ''")

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AssertEqual_String(String, String, String, UObject)

Assert that two Strings are equal.

Declaration
public bool AssertEqual_String(string Actual, string Expected, string What, UObject ContextObject)
Parameters
Type Name Description
System.String Actual
System.String Expected
System.String What
UObject ContextObject
Returns
Type Description
System.Boolean
Remarks

@param What A name to use in the message if the assert fails ("Expected 'What' to be {Expected} but it was {Actual} for context ''")

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AssertEqual_TraceQueryResults(TraceQueryTestResults, TraceQueryTestResults, String, UObject)

Assert that two TraceQueryResults are equal.

Declaration
public bool AssertEqual_TraceQueryResults(TraceQueryTestResults Actual, TraceQueryTestResults Expected, string What, UObject ContextObject)
Parameters
Type Name Description
TraceQueryTestResults Actual
TraceQueryTestResults Expected
System.String What
UObject ContextObject
Returns
Type Description
System.Boolean
Remarks

@param What A name to use in the message if the assert fails ("Expected 'What' not to be {Expected} but it was {Actual} for context ''")

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AssertEqual_Transform(Transform, Transform, String, Single, UObject)

Assert that two transforms are (components memberwise - translation, rotation, scale) equal within a small tolerance.

Declaration
public bool AssertEqual_Transform(Transform Actual, Transform Expected, string What, float Tolerance, UObject ContextObject)
Parameters
Type Name Description
Transform Actual
Transform Expected
System.String What
System.Single Tolerance
UObject ContextObject
Returns
Type Description
System.Boolean
Remarks

@param What A name to use in the message if the assert fails ("Expected 'What' to be {Expected} but it was {Actual} for context ''")

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AssertEqual_Vector(Vector, Vector, String, Single, UObject)

Assert that two vectors are (memberwise) equal within a small tolerance.

Declaration
public bool AssertEqual_Vector(Vector Actual, Vector Expected, string What, float Tolerance, UObject ContextObject)
Parameters
Type Name Description
Vector Actual
Vector Expected
System.String What
System.Single Tolerance
UObject ContextObject
Returns
Type Description
System.Boolean
Remarks

@param What A name to use in the message if the assert fails ("Expected 'What' to be {Expected} but it was {Actual} for context ''")

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AssertFalse(Boolean, String, UObject)

Assert that a boolean value is false.

Declaration
public bool AssertFalse(bool Condition, string Message, UObject ContextObject)
Parameters
Type Name Description
System.Boolean Condition
System.String Message
UObject ContextObject
Returns
Type Description
System.Boolean
Remarks

@param Message The message to display if the assert fails ("Assertion Failed: 'Message' for context ''")

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AssertIsValid(UObject, String, UObject)

Assert that a UObject is valid @

Declaration
public bool AssertIsValid(UObject UObject, string Message, UObject ContextObject)
Parameters
Type Name Description
UObject UObject
System.String Message
UObject ContextObject
Returns
Type Description
System.Boolean
Remarks

param Message The message to display if the object is invalid ("Invalid object: 'Message' for context ''")

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AssertNotEqual_Rotator(Rotator, Rotator, String, UObject)

Assert that the component angles of two rotators are all not equal within a small tolerance.

Declaration
public bool AssertNotEqual_Rotator(Rotator Actual, Rotator NotExpected, string What, UObject ContextObject)
Parameters
Type Name Description
Rotator Actual
Rotator NotExpected
System.String What
UObject ContextObject
Returns
Type Description
System.Boolean
Remarks

@param What A name to use in the message if the assert fails ("Expected 'What' not to be {Expected} but it was {Actual} for context ''")

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AssertNotEqual_String(String, String, String, UObject)

Assert that two Strings are not equal.

Declaration
public bool AssertNotEqual_String(string Actual, string NotExpected, string What, UObject ContextObject)
Parameters
Type Name Description
System.String Actual
System.String NotExpected
System.String What
UObject ContextObject
Returns
Type Description
System.Boolean
Remarks

@param What A name to use in the message if the assert fails ("Expected 'What' not to be {Expected} but it was {Actual} for context ''")

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AssertNotEqual_Transform(Transform, Transform, String, UObject)

Assert that two transforms are (components memberwise - translation, rotation, scale) not equal within a small tolerance.

Declaration
public bool AssertNotEqual_Transform(Transform Actual, Transform NotExpected, string What, UObject ContextObject)
Parameters
Type Name Description
Transform Actual
Transform NotExpected
System.String What
UObject ContextObject
Returns
Type Description
System.Boolean
Remarks

@param What A name to use in the message if the assert fails ("Expected 'What' not to be {Expected} but it was {Actual} for context ''")

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AssertNotEqual_Vector(Vector, Vector, String, UObject)

Assert that two vectors are (memberwise) not equal within a small tolerance.

Declaration
public bool AssertNotEqual_Vector(Vector Actual, Vector NotExpected, string What, UObject ContextObject)
Parameters
Type Name Description
Vector Actual
Vector NotExpected
System.String What
UObject ContextObject
Returns
Type Description
System.Boolean
Remarks

@param What A name to use in the message if the assert fails ("Expected 'What' not to be {Expected} but it was {Actual} for context ''")

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AssertTrue(Boolean, String, UObject)

Assert that a boolean value is true.

Declaration
public bool AssertTrue(bool Condition, string Message, UObject ContextObject)
Parameters
Type Name Description
System.Boolean Condition
System.String Message
UObject ContextObject
Returns
Type Description
System.Boolean
Remarks

@param Message The message to display if the assert fails ("Assertion Failed: 'Message' for context ''")

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AssertValue_DateTime(FDateTime, EComparisonMethod, FDateTime, String, UObject)

Declaration
public bool AssertValue_DateTime(FDateTime Actual, EComparisonMethod ShouldBe, FDateTime Expected, string What, UObject ContextObject)
Parameters
Type Name Description
FDateTime Actual
EComparisonMethod ShouldBe
FDateTime Expected
System.String What
UObject ContextObject
Returns
Type Description
System.Boolean
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AssertValue_Float(Single, EComparisonMethod, Single, String, UObject)

Declaration
public bool AssertValue_Float(float Actual, EComparisonMethod ShouldBe, float Expected, string What, UObject ContextObject)
Parameters
Type Name Description
System.Single Actual
EComparisonMethod ShouldBe
System.Single Expected
System.String What
UObject ContextObject
Returns
Type Description
System.Boolean
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AssertValue_Int(Int32, EComparisonMethod, Int32, String, UObject)

Declaration
public bool AssertValue_Int(int Actual, EComparisonMethod ShouldBe, int Expected, string What, UObject ContextObject)
Parameters
Type Name Description
System.Int32 Actual
EComparisonMethod ShouldBe
System.Int32 Expected
System.String What
UObject ContextObject
Returns
Type Description
System.Boolean
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FinishTest(EFunctionalTestResult, String)

Finish Test

Declaration
public void FinishTest(EFunctionalTestResult TestResult, string Message)
Parameters
Type Name Description
EFunctionalTestResult TestResult
System.String Message
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GetCurrentRerunReason()

Returns the current re-run reason if we're in a named re-run.

Declaration
public Name GetCurrentRerunReason()
Returns
Type Description
Name
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IsEnabled()

Is Enabled

Declaration
public bool IsEnabled()
Returns
Type Description
System.Boolean
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IsRunning()

AActor interface end

Declaration
public bool IsRunning()
Returns
Type Description
System.Boolean
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LogMessage(String)

Log Message

Declaration
public void LogMessage(string Message)
Parameters
Type Name Description
System.String Message
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New(UObject, Name)

Spawn an object of this class

Declaration
public static FunctionalTest New(UObject obj = null, Name name = default(Name))
Parameters
Type Name Description
UObject obj
Name name
Returns
Type Description
FunctionalTest
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RegisterAutoDestroyActor(Actor)

ACtors registered this way will be automatically destroyed (by limiting their lifespan)

Declaration
public void RegisterAutoDestroyActor(Actor ActorToAutoDestroy)
Parameters
Type Name Description
Actor ActorToAutoDestroy
Remarks

on test finish

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SetTimeLimit(Single, EFunctionalTestResult)

Set Time Limit

Declaration
public void SetTimeLimit(float NewTimeLimit, EFunctionalTestResult ResultWhenTimeRunsOut)
Parameters
Type Name Description
System.Single NewTimeLimit
EFunctionalTestResult ResultWhenTimeRunsOut

Events

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IsReady

IsReady() is called once per frame after a test is run, until it returns true.

Declaration
public event FunctionalTest.IsReady_delegate IsReady
Event Type
Type Description
FunctionalTest.IsReady_delegate
Remarks

You should use this function to delay Start being called on the test until preconditions are met.

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OnAdditionalTestFinishedMessageRequest

On Additional Test Finished Message Request

Declaration
public event FunctionalTest.OnAdditionalTestFinishedMessageRequest_delegate OnAdditionalTestFinishedMessageRequest
Event Type
Type Description
FunctionalTest.OnAdditionalTestFinishedMessageRequest_delegate
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OnWantsReRunCheck

retrieves information whether test wants to have another run just after finishing

Declaration
public event FunctionalTest.OnWantsReRunCheck_delegate OnWantsReRunCheck
Event Type
Type Description
FunctionalTest.OnWantsReRunCheck_delegate
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ReceivePrepareTest

Prepare Test is fired once the test starts up, before the test IsReady() and thus before Start Test is called.

Declaration
public event FunctionalTest.ReceivePrepareTest_delegate ReceivePrepareTest
Event Type
Type Description
FunctionalTest.ReceivePrepareTest_delegate
Remarks

So if there's some initial conditions or setup that you might need for your IsReady() check, you might want to do that here.

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ReceiveStartTest

Called once the IsReady() check for the test returns true.

Declaration
public event FunctionalTest.ReceiveStartTest_delegate ReceiveStartTest
Event Type
Type Description
FunctionalTest.ReceiveStartTest_delegate
Remarks

After that happens the test has Officially started, and it will begin receiving Ticks in the blueprint.

Operators

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Implicit(IntPtr to FunctionalTest)

Convert from IntPtr to UObject

Declaration
public static implicit operator FunctionalTest(IntPtr p)
Parameters
Type Name Description
System.IntPtr p
Returns
Type Description
FunctionalTest
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