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本文整理汇总了C++中ADD_LATENT_AUTOMATION_COMMAND函数的典型用法代码示例。如果您正苦于以下问题:C++ ADD_LATENT_AUTOMATION_COMMAND函数的具体用法?C++ ADD_LATENT_AUTOMATION_COMMAND怎么用?C++ ADD_LATENT_AUTOMATION_COMMAND使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。 在下文中一共展示了ADD_LATENT_AUTOMATION_COMMAND函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C++代码示例。 示例1: ADD_LATENT_AUTOMATION_COMMANDbool FAllUnitTestsTest::RunTest(const FString& Parameters){ ADD_LATENT_AUTOMATION_COMMAND(FAutomationConsoleCommand(FString::Printf(TEXT("UnitTest %s"), *Parameters))); ADD_LATENT_AUTOMATION_COMMAND(FNUTWaitForUnitTests()); return true;}
开发者ID:frobro98,项目名称:UnrealSource,代码行数:7,
示例2: Delimiterbool FRevertTest::RunTest(const FString& Parameters){ // parameter is the provider we want to use followed by the filename const FString Delimiter(TEXT(" ")); TArray<FString> ParamArray; Parameters.ParseIntoArray(&ParamArray, *Delimiter, true); ensure(ParamArray.Num() == 2); ADD_LATENT_AUTOMATION_COMMAND(FSetProviderLatentCommand(FName(*ParamArray[0]))); ADD_LATENT_AUTOMATION_COMMAND(FConnectLatentCommand(FAsyncCommandHelper())); struct Local { static void AddDepedentCommands(const FString& InParameter) { ADD_LATENT_AUTOMATION_COMMAND(FMarkForAddLatentCommand(FAsyncCommandHelper(InParameter))); ADD_LATENT_AUTOMATION_COMMAND(FRevertLatentCommand(FAsyncCommandHelper(InParameter))); ADD_LATENT_AUTOMATION_COMMAND(FDeletePackageLatentCommand(InParameter)); } }; ADD_LATENT_AUTOMATION_COMMAND(FCreatePackageLatentCommand(FLatentCommandChain(ParamArray[1], FAddLatentCommands::CreateStatic(&Local::AddDepedentCommands)))) return true;}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:25,
示例3: ADD_LATENT_AUTOMATION_COMMAND/** * Execute the loading of each map and performance captures * * @param Parameters - Should specify which map name to load * @return TRUE if the test was successful, FALSE otherwise */bool FLoadAllMapsInGameTest::RunTest(const FString& Parameters){ FString MapName = Parameters; //Open the map GEngine->Exec(GetSimpleEngineAutomationTestGameWorld(GetTestFlags()), *FString::Printf(TEXT("Open %s"), *MapName)); if( FAutomationTestFramework::GetInstance().IsScreenshotAllowed() ) { //Generate the screen shot name and path FString ScreenshotFileName; const FString TestName = FString::Printf(TEXT("LoadAllMaps_Game/%s"), *FPaths::GetBaseFilename(MapName)); AutomationCommon::GetScreenshotPath(TestName, ScreenshotFileName, true); //Give the map some time to load ADD_LATENT_AUTOMATION_COMMAND(FEngineWaitLatentCommand(1.5f)); //Take the screen shot ADD_LATENT_AUTOMATION_COMMAND(FTakeViewportScreenshotCommand(ScreenshotFileName)); //Give the screen shot a chance to capture the scene ADD_LATENT_AUTOMATION_COMMAND(FEngineWaitLatentCommand(0.5f)); } //Kick off any Automation matinees that are in this map ADD_LATENT_AUTOMATION_COMMAND(FEnqueuePerformanceCaptureCommands()); return true;}
开发者ID:johndpope,项目名称:UE4,代码行数:33,
示例4: ADD_LATENT_AUTOMATION_COMMANDbool FSteamLeaderBoardTest::RunTest(const FString& Parameters){ ADD_LATENT_AUTOMATION_COMMAND(FEngineWaitLatentCommand(3.0)); ADD_LATENT_AUTOMATION_COMMAND(FExecStringLatentCommand(TEXT("online sub=steam test leaderboards"))); return true;}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:7,
示例5: FOpenAllAssetTestsvoid FOpenAllAssetTests(OpenAssetParameters& AssetList){ ADD_LATENT_AUTOMATION_COMMAND(FWaitLatentCommand(0.5f)); ADD_LATENT_AUTOMATION_COMMAND(FOpenAllofAssetTypeCommand(AssetList)); ADD_LATENT_AUTOMATION_COMMAND(FWaitLatentCommand(0.5f)); ADD_LATENT_AUTOMATION_COMMAND(FCloseAllAssetEditorsCommand());}
开发者ID:kidaa,项目名称:UnrealEngineVR,代码行数:7,
示例6: ADD_LATENT_AUTOMATION_COMMANDbool FMatineePerformanceCaptureCommand::Update(){ //for every matinee actor in the level for (TObjectIterator<AMatineeActor> It; It; ++It) { AMatineeActor* MatineeActor = *It; FString MatineeFOOName = MatineeActor->GetName(); if (MatineeActor->GetName().Equals(MatineeName,ESearchCase::IgnoreCase)) { //add latent action to execute this matinee ADD_LATENT_AUTOMATION_COMMAND(FPlayMatineeLatentCommand(MatineeActor)); //Run the Stat FPS Chart command ADD_LATENT_AUTOMATION_COMMAND(FExecWorldStringLatentCommand(TEXT("StartFPSChart"))); //add action to wait until matinee is complete ADD_LATENT_AUTOMATION_COMMAND(FWaitForMatineeToCompleteLatentCommand(MatineeActor)); //Stop the Stat FPS Chart command ADD_LATENT_AUTOMATION_COMMAND(FExecWorldStringLatentCommand(TEXT("StopFPSChart"))); } else { UE_LOG(LogEngineAutomationLatentCommand, Log, TEXT("'%s' is not the matinee name that is being searched for."), *MatineeActor->GetName()) } } return true;}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:32,
示例7: ADD_LATENT_AUTOMATION_COMMANDbool FConnectTest::RunTest(const FString& Parameters){ // parameter is the provider we want to use ADD_LATENT_AUTOMATION_COMMAND(FSetProviderLatentCommand(FName(*Parameters))); ADD_LATENT_AUTOMATION_COMMAND(FConnectLatentCommand(FAsyncCommandHelper())); return true;}
开发者ID:Tigrouzen,项目名称:UnrealEngine-4,代码行数:8,
示例8: ADD_LATENT_AUTOMATION_COMMANDbool FStartFTestsOnMap::Update(){ //should really be wait until the map is properly loaded....in PIE or gameplay.... //ADD_LATENT_AUTOMATION_COMMAND(FWaitLatentCommand(10.f)); ADD_LATENT_AUTOMATION_COMMAND(FTriggerFTests); ADD_LATENT_AUTOMATION_COMMAND(FWaitForFTestsToFinish); return true;}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:9,
示例9: Delimiterbool FGetRevisionTest::RunTest(const FString& Parameters){ // parameter is the provider we want to use followed by the filename const FString Delimiter(TEXT(" ")); TArray<FString> ParamArray; Parameters.ParseIntoArray(ParamArray, *Delimiter, true); ensure(ParamArray.Num() == 2); ADD_LATENT_AUTOMATION_COMMAND(FSetProviderLatentCommand(FName(*ParamArray[0]))); ADD_LATENT_AUTOMATION_COMMAND(FConnectLatentCommand(SourceControlAutomationCommon::FAsyncCommandHelper())); ADD_LATENT_AUTOMATION_COMMAND(FUpdateStatusLatentCommand(SourceControlAutomationCommon::FAsyncCommandHelper(ParamArray[1]))); ADD_LATENT_AUTOMATION_COMMAND(FGetRevisionLatentCommand(ParamArray[1])); return true;}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:15,
示例10: UE_LOGvoid PlayFabApiTest_GetUserData::OnSuccess(const PlayFab::ClientModels::FGetUserDataResult& Result){ int actualValue = -1; FDateTime updateTime; const PlayFab::ClientModels::FUserDataRecord* target = Result.Data.Find(TEST_DATA_KEY_1); if (target != NULL) { actualValue = FCString::Atoi(*(target->Value)); updateTime = target->LastUpdated; } if (expectedValue != -1 && expectedValue != actualValue) { // If I know what value I'm expecting, and I did not get it, log an error UE_LOG(LogTemp, Error, TEXT("GetUserData: Update value did not match new value %d!=%d"), expectedValue, actualValue); } else if (expectedValue != -1 && expectedValue == actualValue) { // If I know what value I'm expecting, and I got it, test passed, exit CheckTimestamp(target->LastUpdated); // If the value was updated correctly, check the timestamp UE_LOG(LogTemp, Log, TEXT("GetUserData Success")); } else if (expectedValue == -1) { // If I don't know what value I was expecting, Call Update with (actualValue + 1) actualValue = (actualValue + 1) % 100; ADD_LATENT_AUTOMATION_COMMAND(PlayFabApiTest_UpdateUserData(TEST_DATA_KEY_1, TEST_DATA_KEY_2, actualValue)); }}
开发者ID:fordream,项目名称:UnrealCppSdk,代码行数:30,
示例11: FOpenActualAssetEditorsbool FOpenActualAssetEditors(const FString& Parameters){ //start with all editors closed FAssetEditorManager::Get().CloseAllAssetEditors(); // below is all latent action, so before sending there, verify the asset exists UObject* Object = StaticLoadObject(UObject::StaticClass(), NULL, *Parameters); if (!Object) { UE_LOG(LogEditorAutomationTests, Error, TEXT("Failed to find object: %s."), *Parameters); return false; } ADD_LATENT_AUTOMATION_COMMAND(FOpenEditorForAssetCommand(*Parameters)); ADD_LATENT_AUTOMATION_COMMAND(FWaitLatentCommand(0.5f)); ADD_LATENT_AUTOMATION_COMMAND(FCloseAllAssetEditorsCommand()); return true;}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:19,
示例12: TEXTbool FIdenitiyInterfacetFunctionalLoginLogoutTest::RunTest( const FString& Parameters ){ // Get the user info that is used for logging in and out of the subsystem. FString Username = TEXT( "" ); FString Password = TEXT( "" ); if ( !OSSUtilsTestHelper::GetUserInfo( Username, Password ) ) return false; // Two identity structs are created because the test function will delete the object after each run. FTestIdentityInterfaceStruct LoginTestStruct( Username, Password, TEXT( "epic" ), Parameters ); FTestIdentityInterfaceStruct LogoutTestStruct( Username, Password, TEXT("epic"), Parameters ); LogoutTestStruct.bIsLogoutTest = true; /* The first latent command will run the login test.*/ ADD_LATENT_AUTOMATION_COMMAND( FTestIdentityInterfaceLoginOut( LoginTestStruct ) ); /* This second latent command will run the logout test.*/ ADD_LATENT_AUTOMATION_COMMAND( FTestIdentityInterfaceLoginOut( LogoutTestStruct ) ); return true;}
开发者ID:zhaoyizheng0930,项目名称:UnrealEngine,代码行数:19,
示例13: check/** * Execute the loading of one map to verify screen captures and performance captures work * * @param Parameters - Unused for this test * @return TRUE if the test was successful, FALSE otherwise */bool FPerformanceCaptureTest::RunTest(const FString& Parameters){ UAutomationTestSettings const* AutomationTestSettings = GetDefault<UAutomationTestSettings>(); check(AutomationTestSettings); FString MapName = AutomationTestSettings->AutomationTestmap.FilePath; GEngine->Exec(GetSimpleEngineAutomationTestGameWorld(GetTestFlags()), *FString::Printf(TEXT("Open %s"), *MapName)); ADD_LATENT_AUTOMATION_COMMAND(FEnqueuePerformanceCaptureCommands()); return true;}
开发者ID:johndpope,项目名称:UE4,代码行数:17,
示例14: AutomationOpenMap/** * Execute the loading of each map and performance captures * * @param Parameters - Should specify which map name to load * @return TRUE if the test was successful, FALSE otherwise */bool FClientFunctionalTestingMapsBase::RunTest(const FString& Parameters){ FString MapName = Parameters; bool bCanProceed = AutomationOpenMap(MapName); if (bCanProceed) { ADD_LATENT_AUTOMATION_COMMAND(FStartFTestsOnMap()); return true; } UE_LOG(LogFunctionalTesting, Error, TEXT("Failed to start the %s map (possibly due to BP compilation issues)"), *MapName); return false;}
开发者ID:RandomDeveloperM,项目名称:UE4_Hairworks,代码行数:21,
示例15: UE_LOG/** * Launch the external tool as a process and wait for it to complete * * @param Parameters - The command to launch the external tool * @return TRUE if the test was successful, FALSE otherwise */bool FRunExternalToolTest::RunTest(const FString& Parameters){ TArray<FString> Commands; Parameters.ParseIntoArray(&Commands,TEXT(";"),false); if( Commands.Num() != 3 ) { UE_LOG(LogBaseAutomationTests, Error, TEXT("ERROR Parsing commands for external tool: %s"),*Parameters); return false; } const FString& Executable = Commands[0]; const FString& Options = Commands[1]; const FString& WorkingDirectory = Commands[2]; //Create the pipes that we can use to read the output of the process ExternalProcessHelper::ExternalProcessInfo ProcessInfo; if (!FPlatformProcess::CreatePipe(ProcessInfo.ReadPipe, ProcessInfo.WritePipe)) { return false; } //Create the new process ProcessInfo.ProcessHandle = FPlatformProcess::CreateProc(*Executable, *Options, true, false, false, NULL, 0, WorkingDirectory.Len() > 0 ? *WorkingDirectory : NULL, ProcessInfo.WritePipe); //Check that we got a valid process handle if( ProcessInfo.ProcessHandle.IsValid() ) { ADD_LATENT_AUTOMATION_COMMAND(FWaitForProcessToCompleteLatentCommand(ProcessInfo)); } else { UE_LOG(LogBaseAutomationTests, Error, TEXT("Failed to launch executable (%s) for external tool %s"),*Executable, *Parameters); FPlatformProcess::ClosePipe(ProcessInfo.ReadPipe, ProcessInfo.WritePipe); return false; } return true;}
开发者ID:1vanK,项目名称:AHRUnrealEngine,代码行数:53,
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