To do this in-editor you open the automation tab, connect to the session and choose which tests to run.
How do you do it from the command line?
(NB. not compiling UnrealEngine/Engine/Build/BatchFiles/* comprehensively covers both building the application and compiling it. Specifically, given that you have code that is 100% happy to compile, how do you kick the test suite off)
--
Here's some more info, from recent testing on 4.10:
UE4Editor Project.uproject -ExecCmds="Automation RunTests MyTest"
Notice the absence of the -Game
flag; this launches the Editor and runs the tests successfully in the editor console.
UE4Editor Project.uproject -Game -ExecCmds="Automation RunTests MyTest" -log
This runs the game in 'play' mode, pops up an editor window; however, the logs stop at:
LogAssetRegistry: FAssetRegistry took 0.0004 seconds to start up
...and the game never closes or executes the tests.
UE4Editor Project.uproject -Game -ExecCmds="Automation RunTests MyTest" -log=Log.txt
This runs the game in 'play' mode, and then stops and never exists.
It does not appear to run any tests or log to any files.
The folder Saved/Logs
does not exist after quitting the running game.
see: https://answers.unrealengine.com/questions/358821/hot-reload-does-not-re-compile-automation-tests.html,
Hot reload is not supported for tests; so this isn't an option.
There's also been some suggestion in various places that the test type (eg. ATF_Game
, ATF_Editor
) has some affect on if runs are or can be run; perhaps this is an issue to, but I've tried all kind of combinations with no success.
--
I've tried all kinds of combinations of things trying to get this working, with no success so it's time for a bounty.
I'll accept an answer which reliably:
You can run tests by using the Rational® Integration Tester command line. The command has two distinct usages: By specifying all the arguments on the command line, and by using a parameter file to specify one or more configurations.
Type "start [filename.exe]" into Command Prompt, replacing "filename" with the name of your selected file. Replace "[filename.exe]" with your program's name. This allows you to run your program from the file path.
The command to run the tests is python -m unittest filename.py . In our case, the command to run the tests is python -m unittest test_utils.py .
JUnitCore – Facade For Running JUnit Tests You can run JUnit tests from the command line using the JUnit core class of the JUnit framework. The org. junit. runner.
Right, no one has any idea here or on the issue tracker.
After some serious digging through the UE4 source code, here's the actual deal, which I leave here for the next suffering soul who can't figure this out:
To run tests from the command line, and log the output and exit after the test run use:
UE4Editor.exe path/to/project/TestProject.uproject
-ExecCmds="Automation RunTests SourceTests"
-unattended
-nopause
-testexit="Automation Test Queue Empty"
-log=output.txt
-game
On OSX use UE4Editor.app/Contents/MacOS/UE4Editor
.
Notice that the logs will, regardless of what you supply, ultimately be placed in:
WindowsNoEditor/TestProject/Saved/Logs/output.txt
or
~/Library/Logs/TestProject/output.txt
Notice that for mac this is outside of your project directory, in, for example, /Users/doug/Library/Logs/TestProject
. (Who thought that was a good idea?)
(see https://wiki.unrealengine.com/Locating_Project_Logs#Game_Logs)
You can list automation tests using:
-ExecCmds="Automation List"
...and then parse the response to find tests to run; automation commands may be chained, for example:
-ExecCmds="Automation List, Automation RunAll"
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