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# UnitTestの追加方法 | ||
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## 新規テストBP追加 | ||
### 1.Blueprint Class作成メニューから親となるクラスにPLATEAUBaseTestを選択します。 | ||
## 新規テスト追加 | ||
UnitTestフォルダ内に新しくcppファイルを追加します。既存のテストをコピーして利用することも可能です。<br> | ||
`PLATEAU-SDK-for-Unreal-Dev/Plugins/PLATEAU-SDK-for-Unreal/Source/PLATEAUTests/Tests` | ||
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<img src='UnitTestImages/image.png' width='50%'> | ||
<br> | ||
<br> | ||
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### 2.出力するログファイル名を設定 | ||
String型の変数を作成しデフォルト値として、このテストが完了した時に出力するログファイル名を設定します。 | ||
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<img src='UnitTestImages/image2.png' width='50%'> | ||
下記マクロの第三引数の文字列がテスト名になります。ドットで区切ることでエディタ上で階層表示できます。<br> | ||
テスト名が長い場合はエディタ上で表示できないのでドットで区切ることをおすすめします。 | ||
<pre> | ||
IMPLEMENT_CUSTOM_SIMPLE_AUTOMATION_TEST(FPLATEAUTest_CityModelLoader_Load_Generates_Actor, FPLATEAUAutomationTestBase, | ||
"PLATEAUTest.FPLATEAUTest.CityModelLoader.Load_Generates_Actor", | ||
EAutomationTestFlags::EditorContext | EAutomationTestFlags::EngineFilter) | ||
</pre> | ||
<br> | ||
<br> | ||
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### 3.Event Start Testを実装 | ||
Event Graphを開きEvent Start Testノードから必要な処理を実装します。<br> | ||
* 既に出力されているログファイルを削除したい場合はDelete Test Resultを利用します。<br> | ||
* InstancedCityModelを利用するテストの場合は親クラスのStart Test Eventを利用します。<br> | ||
これにより、InstancedCityModelがシーンに存在する状態でテストを実行できます。<br> | ||
既にInstancedCityModelがシーンに存在する場合は新たに生成しません。 | ||
* InstancedCityModelを利用しないテストの場合は4章で実装するRun Testをそのまま利用します。<br> | ||
## エディタからの実行 | ||
`Tools/Session Frontend`を開き`PLEATEAUTest`以下を確認すると該当のテストが追加されています。<br> | ||
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<img src='UnitTestImages/image.png' height='600px'> --> | ||
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<br> | ||
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実行したいテストにチェックを入れて上部メニューの`Start Tests`からテストを実行します。<br> | ||
テスト完了後`PLATEAU-SDK-for-Unreal-Dev/TestLogs`に結果が出力されます。 | ||
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<img src='UnitTestImages/image2.png' height='600px'> --> | ||
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<img src='UnitTestImages/image3.png' width='50%'> | ||
<br> | ||
<br> | ||
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### 4.Run Testを実装 | ||
親クラスのRun TestをOverrideしてRun Testを実装します。親クラスのRun Testを呼ぶノードが自動生成されますが削除します。<br> | ||
テストが成功した場合はSucceeded Testノードを最終ノードとして実行します。<br> | ||
テストが失敗した場合はFailed Testノードを最終ノードとして実行します。 | ||
## コマンドラインからの実行 | ||
### PowerShell | ||
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全ての`PLATEAUTest`以下のテストを実行 | ||
<pre>> & "C:\Program Files\Epic Games\UE_5.2\Engine\Binaries\Win64\UnrealEditor.exe" "xxx\PlateauUESDKDev.uproject" -ExecCmds="Automation RunTest PLATEAUTest; Quit" -log=PLATEAUTestLog.txt</pre> | ||
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<img src='UnitTestImages/image4.png' width='50%'> | ||
<br> | ||
<img src='UnitTestImages/image5.png' width='50%'> | ||
<br> | ||
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特定のテストを実行 | ||
<pre>> & "C:\Program Files\Epic Games\UE_5.2\Engine\Binaries\Win64\UnrealEditor.exe" "xxx\PlateauUESDKDev.uproject" -ExecCmds="Automation RunTest PLATEAUTest.FPLATEAUTest.CityModelLoader.Load_Generates_Actor; Quit" -log=PLATEAUTestLog.txt</pre> | ||
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<br> | ||
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### 5.TestLevelを編集後、Session Frontendを確認 | ||
TestLevelに作成したテストBPをドラッグアンドドロップでレベルに配置します。<br> | ||
Tools/Session Frontendを開きProject/Functional Tests以下を確認すると該当のテストが追加されています。<br> | ||
表示されていなかった場合は上部メニューのRefresh Testsを実行します。 | ||
Unreal Editorを表示せずにテストを実行 | ||
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<img src='UnitTestImages/image6.png' width='50%'><br> | ||
<img src='UnitTestImages/image7.png' height='700px'> | ||
<pre>> & "C:\Program Files\Epic Games\UE_5.2\Engine\Binaries\Win64\UnrealEditor.exe" "xxx\PlateauUESDKDev.uproject" -ExecCmds="Automation RunTest PLATEAUTest; Quit" -log=PLATEAUTestLog.txt -NullRHI</pre> |
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