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Facilitates setting up integration test suits with Unreal Engine 4 Gauntlet.

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Daedalic Test Automation Plugin

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The Daedalic Test Automation Plugin facilitates creating and running integration tests with the Gauntlet Automation Framework of Unreal Engine 4.

Automated testing, when applied instead of or in addition to manual testing, provides multiple benefits:

  • Clean code. Automating tests requires the tested code to be very modular, which improves maintainability in general.
  • Fast results. Running automated tests is usually a lot faster than testing manually, and can be performed unattended.
  • Better coverage. As a result, we can test more parts of our game when using automated testing than without, allowing manual testers to focus on other parts of the game.
  • Increased stability. Being able to run automated tests greatly increases the confidence of the development team when applying bigger changes to the code base, allowing them to catch regressions early (e.g. after optimizing performance).

After using the plugin for automating tests of The Lord of the Rings™: Gollum™, we decided to share it with the rest of the world. We feel like software testing is far too important not to be supported by automation, and test automation still hasn't fully found its way into game development. We believe that this is party because creating automated tests for games tends to be tedious, and we want to improve on that.

Contents

  1. Setup
    1. Prerequisites
    2. Adding The Plugin
  2. Creating Tests
    1. Assertions
    2. Delays
    3. Simulating Input
    4. Test Trigger Boxes
    5. Test Timeouts
    6. Test Suite Lifecycle
    7. Parameterized Tests
    8. Skipping Tests
    9. Assumptions
    10. Performance Tests
  3. Running Tests
    1. Play In Editor
    2. Automation Window
    3. Gauntlet
  4. Configuring Tests
    1. Console Variables
  5. Reporting Results
    1. JUnit Test Reports
    2. Custom Test Reports
  6. Best Practices
  7. Bugs, Questions & Feature Requests
  8. Development Cycle
  9. Contributing
  10. Future Work
  11. License
  12. References

Setup

Prerequisites

Daedalic Test Automation Plugin currently supports the following Unreal Engine Versions:

  • 4.23
  • 4.24
  • 4.25
  • 4.26
  • 4.27

Note that you currently have to compile the plugin yourself, and thus need a C++ Unreal project.

If you want to use Gauntlet for running your tests, you'll need a source version of Unreal Engine as well.

Adding The Plugin

  1. Clone the repository or download a release.
  2. Close the Unreal Editor.
  3. Copy the DaedalicTestAutomationPlugin folder to the Plugins folder next to your .uproject file.
  4. Copy the DaedalicTestAutomationPlugin.Automation folder to the Build/Scripts folder next to your .uproject file.
  5. Start the Unreal Editor.
  6. Enable the plugin in Edit > Plugins > Daedalic Entertainment.
  7. Close the Unreal Editor.
  8. Right-click your .uproject file and select Generate Visual Studio project files.
  9. Build the resulting solution in Visual Studio.
  10. Start the Unreal Editor.

Creating Tests

Daedalic Test Automation Plugin is fully exposed to blueprints in order to allow everyone to easily create tests. Each level represents a test suite, which in turn can consist of multiple tests.

You'll be using Gauntlet to run one or more test suites, or the Unreal Editor to run a single test suite.

Creating Tests

In order to create a new test suite with a single test:

  1. Create a new level.
  2. Add a Dae Test Suite Actor to the level.
  3. Create a Dae Test Actor blueprint (e.g. through right-click in Content Browser > Create Advanced Asset > Test Automation > Test Actor Blueprint).
  4. Implement the Arrange, Act and Assert events of the test actor (see below).
  5. Add an instance of the test actor blueprint to the level.
  6. Add the test actor reference to the list of tests of the test suite actor.

Automated tests in the Daedalic Test Automation Plugin are built with the Arrange-Act-Assert pattern in mind:

  • In Arrange, you should set up your test environment, get references to required actors and components, and prepare everything for the actual test.
  • In Act, you should perform the actual action to test. Here, you're allowed to use latent actions, such as delays, to test what you want to test. Because we don't know when you're finished, you have to call Finish Act when you're done.
  • In Assert, you should use the built-in assertion framework to verify the results of your tests, e.g. check the state of variables or positions of actors.

If any of the assertions performed in the Assert step fail, the test will be marked as failed.

Simple Test Blueprint

You can verify your test suite by entering PIE and filtering your log by the LogDaeTest log category.

LogDaeTest: Display: ADaeTestSuiteActor::RunAllTests - Test Suite: DaeTestSuiteActor_1
LogDaeTest: Display: ADaeTestSuiteActor::RunNextTest - Test: BP_TestCalculatorAddsNumbers_2
LogDaeTest: Display: ADaeTestSuiteActor::OnTestSuccessful - Test: BP_TestCalculatorAddsNumbers_2
LogDaeTest: Display: ADaeTestSuiteActor::RunNextTest - All tests finished.

You'll also find a handful of example tests in the Content folder of the plugin.

Assertions

There's a whole lot of assertion nodes for use in your automated tests, including equality and range checks for all basic blueprint types, or verifying the state of UMG widgets. Take a look at Documentation/Assertions.md for more details.

Delays

Daedalic Test Automation Plugin comes with additional delay nodes that you might find useful when building your tests. Take a look at Documentation/Delays.md for more details.

Simulating Input

We provide blueprint nodes for simulating player input, both actions and axes. Actions will be applied once immediately, while axes will be applied until explicitly reset by applying it again. You can use all actions and axes defined in your input mappings (Edit > Project Settings > Engine > Input).

Simulated input is especially helpful when combined with Delays:

Simulating Input

Test Trigger Boxes

Daedalic Test Automation Plugin ships with a convenience Dae Test Trigger Box that allows you to set up test delays and assertions more quickly. These trigger boxes will just set a flag when triggered, and write a log. Our built-in delays and assertions will use that flag to check if the box has been triggered.

Test Timeouts

At your Dae Gauntlet Test Actor blueprint (or instance), you can specify a timeout for the test (defaults to 30 seconds).

Test Timeouts

If your test times out during the Act stage, we'll execute all assertions immediately instead of waiting for the Act stage to finish. This allows your test to finish with just warnings instead of errors, in case you just set up some wrong delays, for instance. However, if your assertions actually fail after the timeout, the test will be marked as failed as usual.

LogDaeTest: Display: ADaeTestSuiteActor::RunAllTests - Test Suite: DaeTestSuiteActor_1
LogDaeTest: Display: ADaeTestSuiteActor::RunNextTest - Test: BP_TestMoveForward_2
LogDaeTest: Warning: Timed out after 5.000000 seconds
LogDaeTest: Error: Assertion failed - Trigger box DaeTestTriggerBox_1 wasn't triggered
LogDaeTest: Error: ADaeTestSuiteActor::OnTestFailed - Test: BP_TestMoveForward_2, FailureMessage: Assertion failed - Trigger box DaeTestTriggerBox_1 wasn't triggered
LogDaeTest: Display: ADaeTestSuiteActor::RunNextTest - All tests finished.

Test Suite Lifecycle

Instead of just adding a default Dae Test Suite Actor to your level, you can create a test suite blueprint instead (e.g. through right-click in Content Browser > Create Advanced Asset > Test Automation > Test Suite Actor Blueprint).

Test suite blueprints allow you to implement the following lifecycle events:

  • BeforeAll: Executed before running the first test.
  • BeforeEach: Executed every time before running a test.
  • AfterEach: Executed every time after running a test.
  • AfterAll: Executed after running the last test.

After creating your test suite blueprint, you can add instances of that blueprint to your test levels just as you would with the default test suite actor. Then, add test actor references to the list of tests of your test suite as usual.

Parameterized Tests

In case you want to run the same test multiple times with just slightly different configurations, Daedalic Test Automation Plugin offers parameterized tests. You can specify any number of parameters for your test instance (or blueprint).

In order to provide a consistent test API, these parameters have to be of type UObject, so if you have any other type you want to pass in as parameter, you'll need to wrap them with an UObject. Using UObject parameters also enables you to reference other actors in your test level. We're using soft references to the parameter objects, enabling you to reference actors from other streaming levels as well.

Parameterized Test

The parameter references will be resolved and passed to all test events, where you can perform your test actions on them:

Test Parameter

The test will be run once for each parameter, and each test run will be treated exactly as if you'd run a non-parameterized test:

  • the test time is reset for each parameter
  • BeforeEach and AfterEach are called for each parameter
  • test reports include one test per parameter
LogDaeTest: Display: ADaeTestSuiteActor::RunAllTests - Test Suite: DaeTestSuiteActor_1
LogDaeTest: Display: ADaeTestSuiteActor::RunNextTest - Test: BP_TestParameterized_TwoParameters - BP_TestParameter1
LogBlueprintUserMessages: [BP_TestParameterized_TwoParameters] BP_TestParameter1
LogDaeTest: Display: ADaeTestSuiteActor::OnTestSuccessful - Test: BP_TestParameterized_TwoParameters - BP_TestParameter1
LogDaeTest: Display: ADaeTestSuiteActor::RunNextTest - Test: BP_TestParameterized_TwoParameters - BP_TestParameter2
LogBlueprintUserMessages: [BP_TestParameterized_TwoParameters] BP_TestParameter2
LogDaeTest: Display: ADaeTestSuiteActor::OnTestSuccessful - Test: BP_TestParameterized_TwoParameters - BP_TestParameter2
LogDaeTest: Display: ADaeTestSuiteActor::RunNextTest - All tests finished.

Sometimes, you'll want to provide the test parameters dynamically, e.g. when you need to convert them to UObjects. Daedalic Test Automation Plugin features Dae Test Parameter Provider Actors for this: You can create parameter provider blueprints (e.g. through right-click in Content Browser > Create Advanced Asset > Test Automation > Test Parameter Provider Actor Blueprint). Then, you can override the GetParameters function to provide parameters for your test.

Parameter Provider Implementation Parameter Provider Implementation

Finally, you'll have to add your provider to your test level, and to your test:

Parameter Providers

For each parameterized test, all parameter providers are applied exactly once, before the first run of that test.

Skipping Tests

If you want to temporarily disable a test, you may specify a Skip Reason at your Dae Test Actor blueprint (or instance). Setting the Skip Reason to a non-empty string will cause the test to be skipped with the specified message. We don't provide a way of skipping a test without specifying a reason, because we feel that people should always know why a test is currently disabled.

Skip Reason

Skipped tests will be marked as neither successful nor failed, and will show up explicitly as skipped in test reports.

LogDaeTest: Display: ADaeTestSuiteActor::RunAllTests - Test Suite: DaeTestSuiteActor_1
LogDaeTest: Display: ADaeTestSuiteActor::RunNextTest - Test: BP_TestClimbLedge
LogDaeTest: Display: ADaeTestSuiteActor::OnTestSkipped - Test: BP_TestClimbLedge, SkipReason: Does not seem to succeed reliably. Occasionally, we fail to get a hold of the ledge after jumping if done automatically by the test.
LogDaeTest: Display: ADaeTestSuiteActor::RunNextTest - All tests finished.

Assumptions

You can also specify dynamic conditions for skipping a test through assumptions. This extends the above test model from Arrange-Act-Assert to Assume-Arrange-Act-Assert: You can make an arbitrary number of assumptions before even arranging up your test (e.g. check the value of some configuration variable or command-line parameter, or check the current runtime platform).

Assumption

If any of your assumptions fail, the test will be skipped instead of being marked as failure:

LogDaeTest: Display: ADaeTestSuiteActor::RunAllTests - Test Suite: DaeTestSuiteActor_1
LogDaeTest: Display: ADaeTestSuiteActor::RunNextTest - Test: BP_TestAssume_2
LogDaeTest: Display: ADaeTestSuiteActor::OnTestSkipped - Test: BP_TestAssume_2, SkipReason: Assumption failed - Running on XboxOne - Expected: True, but was: False
LogDaeTest: Display: ADaeTestSuiteActor::RunNextTest - All tests finished.

Performance Tests

Daedalic Test Automation Plugin provides built-in performance testing. You can add an instance of an ADaeTestPerformanceBudgetActor to any of your test suites (even without the need to create a blueprint for that test). For that actor, you'll need to specify at least two parameters:

First, place a few target points in your level, and add them to the Flight Path of your performance budget actor. Second, specify the Pawn Class to follow that flight path (e.g. a default pawn with camera and without collision).

Performance Test

When running your test, your pawn will be spawned and possessed. After an initial delay, that pawn will follow your specified flight path, keeping track of your game performance. Whenever any of your performance budgets is violated, it will write a screenshot and store data about the violation, including the location where the violation occurred and the actual performance at that location. Then, it will ignore any further violations for a few seconds to avoid excessive result sets.

From plugin perspective, the performance test will behave like any other test: It will finish as soon as your pawn reaches the last point in your flight path. Then, it will assert that no budget violations have occurred.

When running through Gauntlet, it will also use a custom report writer to write a performance report to disk:

Performance Report

The performance report is based on HTML, and can be published by your CI/CD pipeline as well (e.g. using HTML Publisher for Jenkins).

Running Tests

Play In Editor

You can run each test suite by just entering Play In Editor, if "Run in PIE" is checked for that test suite (default).

Automation Window

In order for the plugin to pick up your tests, specify your test map folders in Edit > Project Settings > Plugins > Daedalic Test Automation Plugin.

Test Map Folders Settings

Then, you can use the Automation window of the session frontend of the Unreal Editor (Window > Test Automation) to run multiple tests. Your tests will be shown under the category DaedalicTestAutomationPlugin:

Automation Window

Gauntlet

In order to run multiple tests from command-line (e.g. as part of your CI/CD pipeline), we recommend using Gauntlet, which can be run by passing a specific set of parameters to the Unreal Automation Tool (UAT).

Running Tests

When using Gauntlet for running automated tests, as we don't want to force you to modify your version of Unreal Engine, we need to know where your source version of the engine can be found on disk.

Set the UNREAL_ENGINE_4_PATH environment variable to the root folder of your source checkout, e.g. the directory that contains files like Setup.bat or GenerateProjectFiles.bat.

Note that you might need to restart your shells and/or Visual Studio in order to have your changes take effect.

If everything is set up correctly, DaedalicTestAutomationPlugin.Automation will be discovered when generating your project files (because the engine finds it in your Build directory). The project will then use your environment variable to publish its build results to the Engine\Binaries\DotNET\AutomationScripts folder your engine, where they can be discovered by the Unreal Automation Tool for running Gauntlet.

Now, here's an example command line to get started:

"C:\Projects\UnrealEngine\Engine\Build\BatchFiles\RunUAT.bat"
RunUnreal
-project="C:\Projects\UnrealGame\UnrealGame.uproject"
-scriptdir="C:\Projects\UnrealGame"
-platform=Win64
-configuration=Development
-build=editor
-test="DaedalicTestAutomationPlugin.Automation.DaeGauntletTest"

In the command line above:

  • RunUAT.bat starts the Unreal Automation Tool (UAT).
  • RunUnreal tells the UAT to run Gauntlet.
  • -project specifies the full path to your Unreal project file.
  • -scriptdir tells UAT to compile and load your UAT extensions (in this case, at least DaedalicTestAutomationPlugin.Automation).
  • -build tells Gauntlet to use your editor project instead of a packaged build.
  • -test tells Gauntlet to use our custom controller (which in turn runs the test suites).

This will run all tests the plugin finds in your Test Map Path (see Automation Window). Gauntlet will tell you which tests have been run, along with their results. It will also tell you where to find the log files of the test runs (artifacts). You can specify -verbose as additional parameter to the UAT to get even more feedback.

Because documentation on Gauntlet is still sparse, you occasionally might want to check back on the original source files to learn about supported parameters and internal workings:

  • Gauntlet.UnrealBuildSource.ResolveBuildReference will tell you more about valid options for the -build parameter (e.g. running a staged build)
  • EpicGame.EpicGameTestConfig (and its base classes) is used by our DaedalicTestAutomationPlugin.Automation.DaeTestConfig and can tell you more about valid options for the -test parameter.
  • Gauntlet.ArgumentWithParams.CreateFromString is used for actually parsing the -test parameter.

You can also specify additional parameters along with the test parameter for the test run:

  • JUnitReportPath: Generates a JUnit XML report to publish with your CI/CD pipeline.
  • ReportPath: Folder to write custom reports to.
  • TestName: Runs the specified test, only, instead of all tests.

Example:

"C:\Projects\UnrealEngine\Engine\Build\BatchFiles\RunUAT.bat"
RunUnreal
-project="C:\Projects\UnrealGame\UnrealGame.uproject"
-scriptdir="C:\Projects\UnrealGame"
-platform=Win64
-configuration=Development
-build=editor
-test="DaedalicTestAutomationPlugin.Automation.DaeGauntletTest(JUnitReportPath=C:\Projects\UnrealGame\Saved\Reports\junit-report.xml,ReportPath=C:\Projects\UnrealGame\Saved\Reports)"

Configuring Tests

Console Variables

Sometimes, you'll want to use a special configuration for running your tests. For instance, for Gollum, we needed to disable playing the intro sequences of levels to test the performance of.

In Edit > Project Settings > Plugins > Daedalic Test Automation Plugin, you can specify console variables to be set before running batches of tests (e.g. through the automation window or Gauntlet). When using the automation window, the original values of these console variables will be stored before and restored after each test has run. For Gauntlet, this isn't necessary, as console variables have session scope.

Console Variables Settings

Note that these console variables won't be applied when running tests directly in PIE.

Reporting Results

JUnit Test Reports

When running tests through Gauntlet, Daedalic Test Automation Plugin can generate test reports to publish with your CI/CD pipeline.

When generating JUnit reports (by specifying the JUnitReportPath for Gauntlet), the plugin uses a standardized format based on org.junit.platform.reporting.legacy.xml.XmlReportWriter.writeTestsuite, allowing you to publish the report just as you would when using JUnit. Here's an example of how the results look like when published with Jenkins:

Jenkins JUnit Report

Test reports will be (over-)written after each individual test, to ensure to be able to publish at least partial results in case of a crash.

Custom Test Reports

When building your own tests, you can also have the plugin write custom reports. This isn't exposed to blueprints, so you'll have to extend ADaeTestActor in C++.

In addition to implementing NotifyOnArrange, ReceiveOnAct_Implementation and NotifyOnAssert as you like, you'll have to implement two methods for generating your custom reports:

First, CollectResults should return a shared pointer to custom test result data you want to publish in your reports. This data will be stored along with the default result data the plugin collects for all tests. Here's an example from our performance test implementation:

TSharedPtr<FDaeTestResultData> ADaeTestPerformanceBudgetActor::CollectResults() const
{
    TSharedPtr<FDaeTestPerformanceBudgetResultData> Results =
        MakeShareable(new FDaeTestPerformanceBudgetResultData());

    Results->BudgetViolations = BudgetViolations;

    return Results;
}

Your custom result data class needs to extend FDaeTestResultData and implement GetDataType. As test results are no UObjects, the plugin uses this method for allowing you to safely type-cast your result data in your custom report writers:

FName FDaeTestPerformanceBudgetResultData::GetDataType() const
{
    return TEXT("FDaeTestPerformanceBudgetResultData");
}

Second, GetReportWriters should return a set of report writers that are supposed to write reports for your test. The plugin will call that method for each individual test and merge the results, avoiding duplicate report writers. In the example of our performance testing, we're allowing the user to specify whether they want to include the test in the default JUnit report as well:

FDaeTestReportWriterSet ADaeTestPerformanceBudgetActor::GetReportWriters() const
{
    FDaeTestReportWriterSet ReportWriters;

    if (bIncludeInDefaultTestReport)
    {
        FDaeTestReportWriterSet DefaultReportWriters = Super::GetReportWriters();
        ReportWriters.Add(DefaultReportWriters);
    }

    ReportWriters.Add(MakeShareable(new FDaeTestReportWriterPerformance()));
    return ReportWriters;
}

Your own report writer needs to extend FDaeTestReportWriter and implement two methods again: GetReportType is used for comparing the types of report writers, as we aren't using UObjects here again. WriteReport is supposed to actually write your report data to disk. Basically, you're allowed to do anything you want here, but usually, this includes the following steps:

  1. Use IPlatformFile to ensure that the path to write your reports to exists.
  2. Iterate over all test suites and their respective results to collect your report data.
  3. Use FFileHelper to write your results to disk.

Again, here's an example from our performance report writer for collecting report data:

for (const FDaeTestSuiteResult& TestSuiteResult : TestSuites)
{
    for (const FDaeTestResult& TestResult : TestSuiteResult.TestResults)
    {
        if (TestResult.Data != nullptr
            && TestResult.Data->GetDataType() == TEXT("FDaeTestPerformanceBudgetResultData"))
        {
            TSharedPtr<FDaeTestPerformanceBudgetResultData> Data =
                StaticCastSharedPtr<FDaeTestPerformanceBudgetResultData>(TestResult.Data);

            // ...
        }
    }
}

Best Practices

There are a few best practices we learned when writing tests, and we want to share those with you. We also recommend taking a closer look at the References below, which go into more detail.

  1. Keep your tests small. Large tests that fail don't tell you much about the actual problem, especially when they contain multiple assertions. Try creating multiple small tests instead.
  2. Mock your dependencies. Testing complex objects often forces you to violate the previous rule. Consider refactoring the code under test by splitting up your classes, and inject mock objects for dependencies where possible.
  3. Keep your tests fast. Slow tests will eventually keep your team from running them. Even integration tests should never take much longer than a few seconds.
  4. Use meaningful test names. Good test names can tell you much about the issue at a very first glance. Consider even using a common pattern for all tests, i.e. including the object and function under test, and the assertion you're making.
  5. Don't repeat yourself. As with all software development, don't copy and paste your test logic. Use BeforeAll/BeforeEach/AfterEach/AfterAll and/or move test logic to function libraries where possible.

Bugs, Questions & Feature Requests

Daedalic Test Automation Plugin is still under heavy development. Whenever you're experiencing issues, missing a feature, or you just don't understand a part of the plugin, after verifying that you are using the latest version and having checked whether a similar issue has already been reported, feel free to open a new issue. In order to help us resolving your problem as fast as possible, please include the following details in your report:

  • Steps to reproduce
  • What happened?
  • What did you expect to happen?

After being able to reproduce the issue, we'll look into fixing it immediately.

Development Cycle

We know that using this plugin in production requires you to be completely sure about stability and compatibility. Thus, new releases are created using Semantic Versioning. In short:

  • Version numbers are specified as MAJOR.MINOR.PATCH.
  • MAJOR version increases indicate incompatible API changes.
  • MINOR version increases indicate added functionality in a backwards compatible manner.
  • PATCH version increases indicate backwards compatible bug fixes.

You'll always find all available releases and their respective release notes at:

https://github.com/DaedalicEntertainment/ue4-test-automation/releases

Contributing

You want to contribute to Daedalic Test Automation Plugin? Great! Take a look at Contributing to get started right away!

Future Work

While the plugin already serves as solid base for creating automated tests, there's still a lot of things we'd like to add in the future. If you're interested in more details, take a look at the GitHub milestones.

License

Daedalic Test Automation Plugin is released under the MIT License.

References

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