EditorTestModules
EditorTestModules
#Overview
name: EditorTestModules
The value of this variable can be defined or overridden in .ini config files. 4
.ini config files referencing this setting variable.
It is referenced in 2
C++ source files.
#Summary
#Setting Variables
#References In INI files
Location: <Workspace>/Engine/Config/BaseEngine.ini:2775, section: [/Script/Engine.AutomationTestSettings]
- INI Section:
/Script/Engine.AutomationTestSettings
- Raw value:
StaticMeshEditor
- Is Array:
True
Location: <Workspace>/Engine/Config/BaseEngine.ini:2776, section: [/Script/Engine.AutomationTestSettings]
- INI Section:
/Script/Engine.AutomationTestSettings
- Raw value:
LandscapeEditor
- Is Array:
True
Location: <Workspace>/Engine/Config/BaseEngine.ini:2777, section: [/Script/Engine.AutomationTestSettings]
- INI Section:
/Script/Engine.AutomationTestSettings
- Raw value:
GameProjectGeneration
- Is Array:
True
Location: <Workspace>/Engine/Config/BaseEngine.ini:2778, section: [/Script/Engine.AutomationTestSettings]
- INI Section:
/Script/Engine.AutomationTestSettings
- Raw value:
Cascade
- Is Array:
True
#References in C++ code
#Callsites
This variable is referenced in the following C++ source code:
#Loc: <Workspace>/Engine/Source/Runtime/Core/Private/Misc/AutomationTest.cpp:651
Scope (from outer to inner):
file
function void FAutomationTestFramework::LoadTestModules
Source code excerpt:
if( bRunningEditor )
{
TArray<FString> EditorTestModules;
GConfig->GetArray( TEXT("/Script/Engine.AutomationTestSettings"), TEXT("EditorTestModules"), EditorTestModules, GEngineIni);
for( int32 EditorModuleId = 0; EditorModuleId < EditorTestModules.Num(); ++EditorModuleId )
{
const FName ModuleName = FName(*EditorTestModules[EditorModuleId]);
//Make sure that there is a name available. This can happen if a name is left blank in the Engine.ini
if (ModuleName == NAME_None || ModuleName == TEXT("None"))
{
UE_LOG(LogAutomationTest, Warning, TEXT("The automation test module ('%s') doesn't have a valid name."), *ModuleName.ToString());
continue;
}
#Loc: <Workspace>/Engine/Source/Runtime/Engine/Classes/Tests/AutomationTestSettings.h:353
Scope (from outer to inner):
file
class class UAutomationTestSettings : public UObject
Source code excerpt:
*/
UPROPERTY(EditAnywhere, config, Category = Loading)
TArray<FString> EditorTestModules;
/**
* The automation test map to be used for several of the automation tests.
*/
UPROPERTY(config, EditAnywhere, Category = Automation, meta=( AllowedClasses="/Script/Engine.World" ))
FSoftObjectPath AutomationTestmap;