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)
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Here's some more info, from recent testing on 4.10:
Running tests from the editor:
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.
Running the game engine and using the 'popup log window':
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.
Running the game engine and logging to a file:
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.
Running in the editor, test types, etc...
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.
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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:
- Executes a specific test from the command line
- Logs the output from that test to a file