Closed error454 closed 4 years ago
After further research and a question on UDN, the traditional way to do this is to grab the default ULevelEditorPlaySettings
object before the test starts and set options there. This would either be in AFunctionalTests::PrepareTest
, UGauntletTestController::OnInit
or FAutomationTestBase::RunTest
depending on which solution is being used.
Hi @error454 were you able to make progress with the multiplayer tests?
I never got to the point of automatically launching the correct configuration. I have sets of tests that run with some engineer intervention for various multiplayer configurations.
Okay I found a solution that works. It will take a few weeks to make the required code changes to the plugin. Inspired by Karol Gaida and his presentation on the GIC
Okay I found a solution that works.
This looks like what the Sea of Thieves folks ended up with but with an actual roadmap. I think many of us have hacked in some subset of these features in our own way, it would be great to have them as part of the framework.
Hey folks, this looks like a really great framework, thanks for taking the time to open source your efforts 👏.
I just finished reading the tiny Gauntlet docs and stumbled on this project while searching for implementation examples. So I apologize if I'm asking Gauntlet newb questions, I haven't yet read through its source.
Right now I am manually launching my test maps by setting specific PIE options based on the map, however, I really want to move to CI. I was hoping your framework might help here but I am a little confused about where the plugin sits in the launch process with Gauntlet in the mix.
For instance, I see that you can specify console parameters in the plugin, but can I also specify launch configuration in the plugin? For instance, when I test using PIE, I might set these options for one of my test maps:
Can I do that via the plugin or does that happen via some undocumented Gauntlet switches?