claude-code-arcane 2.3.0 → 2.5.0
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +23 -0
- package/README.md +131 -41
- package/agents/game/ue-blueprint-specialist.md +125 -0
- package/agents/game/ue-gas-specialist.md +133 -0
- package/agents/game/ue-umg-specialist.md +131 -0
- package/dist/cli.js +642 -478
- package/docs/SKILLS-CATALOG.md +42 -3
- package/docs/USER-GUIDE.md +28 -54
- package/hooks/detect-unreal.sh +90 -0
- package/package.json +2 -1
- package/profiles/agile.yaml +1 -1
- package/profiles/ai.yaml +1 -1
- package/profiles/android-native.yaml +1 -1
- package/profiles/audio.yaml +1 -1
- package/profiles/backend-dotnet.yaml +1 -1
- package/profiles/backend-go.yaml +1 -1
- package/profiles/backend-nestjs.yaml +1 -1
- package/profiles/backend-nextjs.yaml +1 -1
- package/profiles/backend-ts.yaml +1 -1
- package/profiles/business.yaml +1 -1
- package/profiles/clevel.yaml +1 -1
- package/profiles/clickup.yaml +1 -1
- package/profiles/core.yaml +1 -1
- package/profiles/database.yaml +1 -1
- package/profiles/design.yaml +1 -1
- package/profiles/docs.yaml +1 -1
- package/profiles/ecommerce.yaml +1 -1
- package/profiles/finance.yaml +1 -1
- package/profiles/flutter.yaml +1 -1
- package/profiles/freelance.yaml +1 -1
- package/profiles/frontend.yaml +1 -1
- package/profiles/infra.yaml +1 -1
- package/profiles/integrations.yaml +1 -1
- package/profiles/ios-native.yaml +1 -1
- package/profiles/jira.yaml +1 -1
- package/profiles/job-hunt.yaml +1 -1
- package/profiles/marketing.yaml +1 -1
- package/profiles/mobile.yaml +1 -1
- package/profiles/regulatory.yaml +1 -1
- package/profiles/second-brain.yaml +1 -1
- package/profiles/security.yaml +1 -1
- package/profiles/self-improving.yaml +1 -1
- package/profiles/statusline.yaml +1 -1
- package/profiles/testing.yaml +1 -1
- package/profiles/unity-design.yaml +1 -1
- package/profiles/unity-dev.yaml +1 -1
- package/profiles/unreal-dev.yaml +97 -0
- package/profiles/visual-novel.yaml +1 -1
- package/rules/gamedev/unreal-code.md +125 -0
- package/skills/arcane-list/SKILL.md +12 -7
- package/skills/install-mcp/SKILL.md +135 -46
- package/skills/install-mcp/references/unreal-operations.md +55 -0
- package/skills/ue-actor-component-architecture/SKILL.md +509 -0
- package/skills/ue-actor-component-architecture/references/actor-lifecycle.md +301 -0
- package/skills/ue-actor-component-architecture/references/component-types.md +592 -0
- package/skills/ue-ai-navigation/SKILL.md +526 -0
- package/skills/ue-ai-navigation/references/behavior-tree-patterns.md +392 -0
- package/skills/ue-ai-navigation/references/behavior-tree-workflow.md +107 -0
- package/skills/ue-ai-navigation/references/custom-bttask.md +104 -0
- package/skills/ue-ai-navigation/references/eqs-reference.md +423 -0
- package/skills/ue-animation-system/SKILL.md +521 -0
- package/skills/ue-animation-system/references/anim-notify-reference.md +486 -0
- package/skills/ue-animation-system/references/locomotion-setup.md +550 -0
- package/skills/ue-async-threading/SKILL.md +433 -0
- package/skills/ue-async-threading/references/thread-safety-guide.md +213 -0
- package/skills/ue-async-threading/references/threading-patterns.md +345 -0
- package/skills/ue-audio-system/SKILL.md +527 -0
- package/skills/ue-audio-system/references/audio-setup-patterns.md +700 -0
- package/skills/ue-blueprints/SKILL.md +134 -0
- package/skills/ue-blueprints/references/communication.md +82 -0
- package/skills/ue-character-movement/SKILL.md +475 -0
- package/skills/ue-character-movement/references/cmc-extension-patterns.md +335 -0
- package/skills/ue-character-movement/references/movement-pipeline.md +189 -0
- package/skills/ue-cpp-foundations/SKILL.md +533 -0
- package/skills/ue-cpp-foundations/references/components-and-gc.md +107 -0
- package/skills/ue-cpp-foundations/references/container-patterns.md +544 -0
- package/skills/ue-cpp-foundations/references/delegate-patterns.md +497 -0
- package/skills/ue-cpp-foundations/references/gameplay-classes-cpp.md +136 -0
- package/skills/ue-cpp-foundations/references/property-specifiers.md +306 -0
- package/skills/ue-data-assets-tables/SKILL.md +527 -0
- package/skills/ue-data-assets-tables/references/asset-loading-patterns.md +306 -0
- package/skills/ue-data-assets-tables/references/data-driven-design.md +378 -0
- package/skills/ue-editor-tools/SKILL.md +523 -0
- package/skills/ue-editor-tools/references/detail-customization-patterns.md +395 -0
- package/skills/ue-editor-tools/references/editor-module-setup.md +480 -0
- package/skills/ue-game-features/SKILL.md +477 -0
- package/skills/ue-game-features/references/experience-system.md +222 -0
- package/skills/ue-game-features/references/game-feature-patterns.md +308 -0
- package/skills/ue-gameplay-abilities/SKILL.md +518 -0
- package/skills/ue-gameplay-abilities/references/ability-task-reference.md +391 -0
- package/skills/ue-gameplay-abilities/references/gameplay-effect-reference.md +397 -0
- package/skills/ue-gameplay-abilities/references/gas-setup-patterns.md +369 -0
- package/skills/ue-gameplay-framework/SKILL.md +466 -0
- package/skills/ue-gameplay-framework/references/framework-class-map.md +243 -0
- package/skills/ue-input-system/SKILL.md +394 -0
- package/skills/ue-input-system/references/cpp-setup.md +131 -0
- package/skills/ue-input-system/references/enhanced-input-workflow.md +117 -0
- package/skills/ue-input-system/references/input-action-reference.md +731 -0
- package/skills/ue-mass-entity/SKILL.md +476 -0
- package/skills/ue-mass-entity/references/mass-entity-patterns.md +319 -0
- package/skills/ue-mass-entity/references/mass-fragment-reference.md +119 -0
- package/skills/ue-materials-rendering/SKILL.md +526 -0
- package/skills/ue-materials-rendering/references/material-parameter-reference.md +216 -0
- package/skills/ue-materials-rendering/references/post-process-settings.md +383 -0
- package/skills/ue-module-build-system/SKILL.md +487 -0
- package/skills/ue-module-build-system/references/build-cs-reference.md +418 -0
- package/skills/ue-module-build-system/references/common-build-errors.md +381 -0
- package/skills/ue-naming-conventions/SKILL.md +142 -0
- package/skills/ue-naming-conventions/references/asset-name-modifiers.md +233 -0
- package/skills/ue-naming-conventions/references/content-structure.md +83 -0
- package/skills/ue-networking-replication/SKILL.md +452 -0
- package/skills/ue-networking-replication/references/replication-patterns.md +526 -0
- package/skills/ue-networking-replication/references/rpc-decision-guide.md +393 -0
- package/skills/ue-niagara-effects/SKILL.md +531 -0
- package/skills/ue-niagara-effects/references/niagara-data-interfaces.md +491 -0
- package/skills/ue-niagara-effects/references/niagara-parameter-types.md +153 -0
- package/skills/ue-niagara-effects/references/niagara-workflow.md +115 -0
- package/skills/ue-packaging/SKILL.md +116 -0
- package/skills/ue-physics-collision/SKILL.md +423 -0
- package/skills/ue-physics-collision/references/collision-channel-setup.md +218 -0
- package/skills/ue-physics-collision/references/trace-patterns.md +499 -0
- package/skills/ue-procedural-generation/SKILL.md +505 -0
- package/skills/ue-procedural-generation/references/pcg-node-reference.md +381 -0
- package/skills/ue-procedural-generation/references/procedural-mesh-patterns.md +940 -0
- package/skills/ue-project-context/SKILL.md +305 -0
- package/skills/ue-sequencer-cinematics/SKILL.md +506 -0
- package/skills/ue-sequencer-cinematics/references/sequencer-patterns.md +629 -0
- package/skills/ue-serialization-savegames/SKILL.md +524 -0
- package/skills/ue-serialization-savegames/references/save-system-architecture.md +705 -0
- package/skills/ue-state-trees/SKILL.md +489 -0
- package/skills/ue-state-trees/references/state-tree-mass-integration.md +184 -0
- package/skills/ue-state-trees/references/state-tree-patterns.md +321 -0
- package/skills/ue-testing-debugging/SKILL.md +520 -0
- package/skills/ue-testing-debugging/references/automation-test-patterns.md +387 -0
- package/skills/ue-testing-debugging/references/profiling-commands.md +357 -0
- package/skills/ue-ui-umg-slate/SKILL.md +431 -0
- package/skills/ue-ui-umg-slate/references/common-ui-setup.md +484 -0
- package/skills/ue-ui-umg-slate/references/widget-types.md +487 -0
- package/skills/ue-world-level-streaming/SKILL.md +518 -0
- package/skills/ue-world-level-streaming/references/streaming-patterns.md +414 -0
- package/templates/gamedev/unreal-project-context.md +107 -0
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---
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name: ue-testing-debugging
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description: "Automation tests, functional tests, UE_LOG, visual logger, debug drawing"
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category: "gamedev"
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argument-hint: "[test o debug target]"
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user-invocable: true
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allowed-tools: Read, Glob, Grep, Bash, Write, Edit
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---
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# UE Testing & Debugging
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You are an expert in testing, debugging, and profiling Unreal Engine C++ projects.
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Ask before writing: this skill edits automation test classes and functional test assets. Propose the change and get approval before using Write or Edit.
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## Context
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Read `docs/unreal/project-context.md` for engine version, existing log categories, test infrastructure (automation modules, test maps), and project-specific conventions before providing guidance.
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## Before You Start
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Ask which area the user needs help with if unclear:
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- **Automation tests** — unit/integration tests using IMPLEMENT_SIMPLE_AUTOMATION_TEST
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- **Functional tests** — actor-based AFunctionalTest in maps
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- **Logging** — UE_LOG, custom categories, verbosity filtering
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- **Assertions** — check, ensure, verify and when to use each
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- **Debug drawing** — DrawDebug helpers for runtime visualization
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- **Console commands** — UFUNCTION(Exec), FAutoConsoleCommand, CVars
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- **Profiling** — Unreal Insights, stat commands, SCOPE_CYCLE_COUNTER
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---
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## Automation Framework
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Automation tests live in a dedicated module (e.g., `MyGameTests`) that depends on `"AutomationController"`. Include the module in the editor target via `ExtraModuleNames` and conditionally in the game target via `if (bWithAutomationTests)`.
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### Simple Tests
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```cpp
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// Source/MyGameTests/Private/MyFeature.spec.cpp
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#include "Misc/AutomationTest.h"
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// Must specify one application context flag AND exactly one filter flag
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IMPLEMENT_SIMPLE_AUTOMATION_TEST(FMyInventoryTest, "MyGame.Inventory.AddItem",
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EAutomationTestFlags::EditorContext | EAutomationTestFlags::ProductFilter)
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bool FMyInventoryTest::RunTest(const FString& Parameters)
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{
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UInventoryComponent* Inv = NewObject<UInventoryComponent>();
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Inv->AddItem(FName("Sword"), 1);
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TestEqual(TEXT("Item count after add"), Inv->GetItemCount(FName("Sword")), 1);
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TestTrue(TEXT("Has sword"), Inv->HasItem(FName("Sword")));
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TestFalse(TEXT("No axe"), Inv->HasItem(FName("Axe")));
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TestNotNull(TEXT("Inv valid"), Inv);
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return true;
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}
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```
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### Complex / Parameterized Tests
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`IMPLEMENT_COMPLEX_AUTOMATION_TEST` requires overriding `GetTests()` to populate the parameter list, and `RunTest(Parameters)` receives each entry in turn.
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```cpp
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IMPLEMENT_COMPLEX_AUTOMATION_TEST(FMyAssetLoadTest, "MyGame.Assets.LoadByPath",
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EAutomationTestFlags::EditorContext | EAutomationTestFlags::ProductFilter)
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void FMyAssetLoadTest::GetTests(TArray<FString>& OutBeautifiedNames,
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TArray<FString>& OutTestCommands) const
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{
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OutBeautifiedNames.Add(TEXT("Sword")); OutTestCommands.Add(TEXT("/Game/Items/BP_Sword"));
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OutBeautifiedNames.Add(TEXT("Shield")); OutTestCommands.Add(TEXT("/Game/Items/BP_Shield"));
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}
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bool FMyAssetLoadTest::RunTest(const FString& Parameters)
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{
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UObject* Asset = StaticLoadObject(UObject::StaticClass(), nullptr, *Parameters);
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if (!TestNotNull(TEXT("Asset loaded"), Asset)) { return false; }
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TestTrue(TEXT("Is DataAsset"), Asset->IsA<UPrimaryDataAsset>());
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return true;
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}
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```
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### Test Assertion Methods
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```cpp
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// Equality — overloaded for int32, int64, float, double, FVector, FRotator,
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// FTransform, FColor, FLinearColor, FString, FStringView, FText, FName
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TestEqual(TEXT("Label"), Actual, Expected);
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TestEqual(TEXT("Float approx"), ActualF, ExpectedF, 0.001f); // tolerance overload
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// Boolean
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TestTrue(TEXT("Label"), bCondition);
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TestFalse(TEXT("Label"), bCondition);
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// Pointer / validity
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TestNotNull(TEXT("Label"), Ptr); // fails if Ptr == nullptr
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TestNull(TEXT("Label"), Ptr); // fails if Ptr != nullptr
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TestValid(TEXT("Label"), WeakPtr); // IsValid() check on TWeakObjectPtr etc.
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// Custom failure messages
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AddError(FString::Printf(TEXT("Unexpected damage %d"), Damage));
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AddWarning(TEXT("Deprecated path hit"));
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// Add error and bail — returns false from RunTest if condition fails
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UE_RETURN_ON_ERROR(Ptr != nullptr, TEXT("Ptr must not be null"));
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```
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### Test Flags Reference
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| Flag | Meaning |
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|---|---|
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| `EditorContext` | Runs in the editor process |
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| `ClientContext` | Runs in game client |
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| `ServerContext` | Runs on dedicated server |
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| `SmokeFilter` | Fast; runs on every CI check-in |
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| `ProductFilter` | Project/game-level tests |
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---
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## Latent Commands (Async Testing)
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Use latent commands when the test must wait for an async operation. `Update()` returns `true` when done, `false` to retry next frame.
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```cpp
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DEFINE_LATENT_AUTOMATION_COMMAND_ONE_PARAMETER(FWaitSecondsCommand, float, Duration);
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bool FWaitSecondsCommand::Update() { return GetCurrentRunTime() >= Duration; }
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// Enqueue inside RunTest; commands drain sequentially after RunTest returns
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ADD_LATENT_AUTOMATION_COMMAND(FWaitSecondsCommand(2.0f));
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```
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See `references/automation-test-patterns.md` for delegate-wait, timeout, and post-async assertion patterns.
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---
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## Functional Tests
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`AFunctionalTest` is a `UCLASS` actor placed in a test map. Override `StartTest()` and call `FinishTest()` when done.
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```cpp
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UCLASS()
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class MYGAMETESTS_API AMyFunctionalTest : public AFunctionalTest
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{
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GENERATED_BODY()
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public:
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virtual void StartTest() override;
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private:
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UFUNCTION() void OnTimerExpired();
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};
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{
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&AMyFunctionalTest::OnTimerExpired, 1.0f, false);
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}
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void AMyFunctionalTest::OnTimerExpired()
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{
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bool bPassed = /* verify world state */ true;
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FinishTest(bPassed ? EFunctionalTestResult::Succeeded
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: EFunctionalTestResult::Failed,
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TEXT("Timer-based check"));
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}
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```
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Place actors in `Maps/Test_MyFeature.umap`. Run via `RunAutomationTest "MyGame.Functional.MyFeature"` or the Session Frontend.
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### TimeLimit
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```cpp
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// Timeout — auto-fail if test exceeds time limit
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void AMyFunctionalTest::PrepareTest()
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}
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```
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---
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## Logging
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### Declaring and Defining a Category
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// MyModule.h — visible across the module
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DECLARE_LOG_CATEGORY_EXTERN(LogMyModule, Log, All);
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// ^Name ^Default ^CompileTime max
|
|
188
|
+
|
|
189
|
+
// MyModule.cpp
|
|
190
|
+
DEFINE_LOG_CATEGORY(LogMyModule);
|
|
191
|
+
|
|
192
|
+
// Single-file static category (no extern needed)
|
|
193
|
+
DEFINE_LOG_CATEGORY_STATIC(LogMyHelper, Warning, All);
|
|
194
|
+
```
|
|
195
|
+
|
|
196
|
+
### UE_LOG Usage
|
|
197
|
+
|
|
198
|
+
```cpp
|
|
199
|
+
// UE_LOG(CategoryName, Verbosity, Format, ...)
|
|
200
|
+
UE_LOG(LogMyModule, Log, TEXT("Player spawned: %s"), *PlayerName);
|
|
201
|
+
UE_LOG(LogMyModule, Warning, TEXT("Inventory full, dropping item %s"), *ItemName);
|
|
202
|
+
UE_LOG(LogMyModule, Error, TEXT("Failed to load asset at %s"), *AssetPath);
|
|
203
|
+
UE_LOG(LogMyModule, Verbose, TEXT("Tick called, dt=%.4f"), DeltaTime);
|
|
204
|
+
UE_LOG(LogMyModule, Fatal, TEXT("Unrecoverable save corruption")); // crashes
|
|
205
|
+
|
|
206
|
+
// Conditional log — condition evaluated only if category/verbosity is active
|
|
207
|
+
UE_CLOG(Health <= 0.f, LogMyModule, Warning, TEXT("Actor %s has zero health"), *GetName());
|
|
208
|
+
```
|
|
209
|
+
|
|
210
|
+
### Verbosity Levels (highest to lowest severity)
|
|
211
|
+
|
|
212
|
+
| Level | When to use |
|
|
213
|
+
|---|---|
|
|
214
|
+
| `Fatal` | Crash-worthy unrecoverable errors |
|
|
215
|
+
| `Error` | Operation failed, needs developer attention |
|
|
216
|
+
| `Warning` | Unexpected but recoverable condition |
|
|
217
|
+
| `Display` | User-visible output (always shown) |
|
|
218
|
+
| `Log` | Standard development info |
|
|
219
|
+
| `Verbose` | Detailed per-frame or per-call info |
|
|
220
|
+
| `VeryVerbose` | Trace-level; very high frequency |
|
|
221
|
+
|
|
222
|
+
### Structured Logging (UE 5.2+)
|
|
223
|
+
|
|
224
|
+
```cpp
|
|
225
|
+
#include "Logging/StructuredLog.h"
|
|
226
|
+
// Named fields — order does not matter; extra fields beyond the format string are allowed
|
|
227
|
+
UE_LOGFMT(LogMyModule, Warning,
|
|
228
|
+
"Loading '{Name}' failed with error {Error}",
|
|
229
|
+
("Name", AssetName), ("Error", ErrorCode), ("Flags", LoadFlags));
|
|
230
|
+
```
|
|
231
|
+
|
|
232
|
+
### Runtime Log Filtering
|
|
233
|
+
|
|
234
|
+
```
|
|
235
|
+
# Command line: set a category to Verbose at startup
|
|
236
|
+
-LogCmds="LogMyModule Verbose, LogAI Warning"
|
|
237
|
+
|
|
238
|
+
# Console at runtime
|
|
239
|
+
Log LogMyModule Verbose
|
|
240
|
+
Log LogAI Warning
|
|
241
|
+
Log reset # restore defaults
|
|
242
|
+
```
|
|
243
|
+
|
|
244
|
+
---
|
|
245
|
+
## Assertions
|
|
246
|
+
|
|
247
|
+
Assertions are defined in `Misc/AssertionMacros.h`. Understand the build-configuration behaviour before choosing one.
|
|
248
|
+
|
|
249
|
+
### check / checkf
|
|
250
|
+
|
|
251
|
+
```cpp
|
|
252
|
+
// Active in Debug, Development, Test. REMOVED in Shipping (expression not evaluated).
|
|
253
|
+
check(Ptr != nullptr);
|
|
254
|
+
checkf(Index >= 0 && Index < Array.Num(),
|
|
255
|
+
TEXT("Index %d out of range [0,%d)"), Index, Array.Num());
|
|
256
|
+
|
|
257
|
+
// Debug-only (DO_GUARD_SLOW — only Debug builds)
|
|
258
|
+
checkSlow(ExpensiveValidationFn());
|
|
259
|
+
|
|
260
|
+
// Marks unreachable code paths
|
|
261
|
+
checkNoEntry();
|
|
262
|
+
|
|
263
|
+
// Marks code that must only execute once
|
|
264
|
+
checkNoReentry();
|
|
265
|
+
```
|
|
266
|
+
|
|
267
|
+
### ensure / ensureMsgf
|
|
268
|
+
|
|
269
|
+
```cpp
|
|
270
|
+
// Non-fatal. Logs callstack and submits crash report. Execution continues.
|
|
271
|
+
// Fires only ONCE per call site per session (subsequent failures are silent).
|
|
272
|
+
if (ensure(Component != nullptr))
|
|
273
|
+
{
|
|
274
|
+
Component->DoWork(); // safe to call here
|
|
275
|
+
}
|
|
276
|
+
|
|
277
|
+
// With a message
|
|
278
|
+
ensureMsgf(Health > 0.f, TEXT("Actor %s has non-positive health %.1f"),
|
|
279
|
+
*GetName(), Health);
|
|
280
|
+
|
|
281
|
+
// Always fires (not just once per session)
|
|
282
|
+
ensureAlways(bInitialized);
|
|
283
|
+
ensureAlwaysMsgf(bInitialized, TEXT("System not initialized before use"));
|
|
284
|
+
```
|
|
285
|
+
|
|
286
|
+
### verify / verifyf
|
|
287
|
+
|
|
288
|
+
```cpp
|
|
289
|
+
// Expression ALWAYS evaluated (even in Shipping), but only halts in non-Shipping.
|
|
290
|
+
// Use when expression has side effects you always need.
|
|
291
|
+
verify(Manager->Init());
|
|
292
|
+
verifyf(Count++ < MaxCount, TEXT("Exceeded max count %d"), MaxCount);
|
|
293
|
+
```
|
|
294
|
+
|
|
295
|
+
### Decision Guide
|
|
296
|
+
|
|
297
|
+
| Situation | Macro |
|
|
298
|
+
|---|---|
|
|
299
|
+
| Class invariant, programmer error | `check` / `checkf` |
|
|
300
|
+
| Recoverable condition, want to continue | `ensure` / `ensureMsgf` |
|
|
301
|
+
| Expression has side effects always needed | `verify` / `verifyf` |
|
|
302
|
+
| Debug-build heavy validation | `checkSlow` |
|
|
303
|
+
| User-facing input validation | **none** — use explicit if/return |
|
|
304
|
+
|
|
305
|
+
---
|
|
306
|
+
## Debug Drawing
|
|
307
|
+
|
|
308
|
+
Debug draw functions from `DrawDebugHelpers.h` render geometry directly in the world viewport during PIE or standalone builds. They are stripped by `#if ENABLE_DRAW_DEBUG` in Shipping.
|
|
309
|
+
|
|
310
|
+
```cpp
|
|
311
|
+
#include "DrawDebugHelpers.h"
|
|
312
|
+
|
|
313
|
+
// Duration > 0 = seconds visible; bPersistentLines = true for permanent.
|
|
314
|
+
// Duration 0 or -1 both show for one frame.
|
|
315
|
+
UWorld* World = GetWorld();
|
|
316
|
+
DrawDebugLine(World, StartLoc, EndLoc, FColor::Red, false, 2.0f, 0, 2.0f);
|
|
317
|
+
DrawDebugSphere(World, Center, Radius, 12, FColor::Green, false, 2.0f);
|
|
318
|
+
DrawDebugBox(World, Center, Extent, FColor::Blue, false, 2.0f);
|
|
319
|
+
DrawDebugCapsule(World, Center, HalfHeight, Radius,
|
|
320
|
+
FQuat::Identity, FColor::Yellow, false, 2.0f);
|
|
321
|
+
DrawDebugPoint(World, Location, 8.0f, FColor::White, false, 2.0f);
|
|
322
|
+
DrawDebugDirectionalArrow(World, Start, End, 40.0f, FColor::Cyan, false, 2.0f);
|
|
323
|
+
DrawDebugString(World, Location, TEXT("Label"), nullptr,
|
|
324
|
+
FColor::White, 2.0f, true);
|
|
325
|
+
|
|
326
|
+
// Clear all persistent debug geometry
|
|
327
|
+
FlushPersistentDebugLines(World);
|
|
328
|
+
|
|
329
|
+
// Guard persistent draws for shipping: #if ENABLE_DRAW_DEBUG ... #endif
|
|
330
|
+
// UKismetSystemLibrary::DrawDebugSphere (and siblings) auto-gate behind ENABLE_DRAW_DEBUG
|
|
331
|
+
```
|
|
332
|
+
|
|
333
|
+
---
|
|
334
|
+
## Console Commands
|
|
335
|
+
|
|
336
|
+
### Exec Functions
|
|
337
|
+
|
|
338
|
+
```cpp
|
|
339
|
+
// AMyPlayerController.h
|
|
340
|
+
UFUNCTION(Exec)
|
|
341
|
+
void ToggleGodMode();
|
|
342
|
+
|
|
343
|
+
// AMyPlayerController.cpp
|
|
344
|
+
void AMyPlayerController::ToggleGodMode()
|
|
345
|
+
{
|
|
346
|
+
bGodMode = !bGodMode;
|
|
347
|
+
UE_LOG(LogMyModule, Display, TEXT("GodMode: %s"), bGodMode ? TEXT("ON") : TEXT("OFF"));
|
|
348
|
+
}
|
|
349
|
+
```
|
|
350
|
+
|
|
351
|
+
Exec functions work when typed in the console (~) if on a `PlayerController`, `Pawn`, `HUD`, `GameMode`, `GameState`, `CheatManager`, or `GameInstance`.
|
|
352
|
+
|
|
353
|
+
### FAutoConsoleCommand and CVars
|
|
354
|
+
|
|
355
|
+
```cpp
|
|
356
|
+
// Registers at static init; no world context needed
|
|
357
|
+
static FAutoConsoleCommand GDumpStatsCmd(
|
|
358
|
+
TEXT("MyGame.DumpStats"), TEXT("Dump gameplay stats"),
|
|
359
|
+
FConsoleCommandDelegate::CreateLambda([]()
|
|
360
|
+
{
|
|
361
|
+
UE_LOG(LogMyModule, Display, TEXT("=== GameStats ==="));
|
|
362
|
+
}));
|
|
363
|
+
|
|
364
|
+
// With world + args (PIE-safe; prefer this for gameplay commands)
|
|
365
|
+
static FAutoConsoleCommandWithWorldAndArgs GSpawnItemCmd(
|
|
366
|
+
TEXT("MyGame.SpawnItem"), TEXT("Usage: MyGame.SpawnItem <Name>"),
|
|
367
|
+
FConsoleCommandWithWorldAndArgsDelegate::CreateLambda(
|
|
368
|
+
[](const TArray<FString>& Args, UWorld* World) { /* spawn */ }));
|
|
369
|
+
|
|
370
|
+
// CVar — declare in .cpp to avoid ODR issues
|
|
371
|
+
static TAutoConsoleVariable<float> CVarDamageScale(
|
|
372
|
+
TEXT("MyGame.DamageScale"), 1.0f,
|
|
373
|
+
TEXT("Scales all outgoing damage."), ECVF_Cheat);
|
|
374
|
+
float Scale = CVarDamageScale.GetValueOnGameThread();
|
|
375
|
+
|
|
376
|
+
// Attach CVar to an existing variable
|
|
377
|
+
float GDrawDistance = 5000.0f;
|
|
378
|
+
static FAutoConsoleVariableRef CVarDrawDistance(
|
|
379
|
+
TEXT("MyGame.DrawDistance"), GDrawDistance,
|
|
380
|
+
TEXT("Draw distance for gameplay objects"), ECVF_Default);
|
|
381
|
+
```
|
|
382
|
+
|
|
383
|
+
### Runtime Command Registration
|
|
384
|
+
|
|
385
|
+
```cpp
|
|
386
|
+
// Runtime registration — call from StartupModule, Initialize, or BeginPlay
|
|
387
|
+
IConsoleCommand* Cmd = IConsoleManager::Get().RegisterConsoleCommand(
|
|
388
|
+
TEXT("MyGame.ReloadConfig"),
|
|
389
|
+
TEXT("Reloads runtime config"),
|
|
390
|
+
FConsoleCommandDelegate::CreateUObject(this, &UMySubsystem::ReloadConfig));
|
|
391
|
+
// Unregister when the owning object is destroyed:
|
|
392
|
+
IConsoleManager::Get().UnregisterConsoleObject(Cmd);
|
|
393
|
+
```
|
|
394
|
+
|
|
395
|
+
Unlike `FAutoConsoleCommand` (static init registration), `RegisterConsoleCommand` registers at runtime and returns a handle for explicit cleanup.
|
|
396
|
+
|
|
397
|
+
---
|
|
398
|
+
## Custom Stat Groups & Profiling Markers
|
|
399
|
+
|
|
400
|
+
```cpp
|
|
401
|
+
// Declare in a .cpp — feeds stat commands and Unreal Insights
|
|
402
|
+
DECLARE_STATS_GROUP(TEXT("MyGame"), STATGROUP_MyGame, STATCAT_Advanced);
|
|
403
|
+
DECLARE_CYCLE_STAT(TEXT("MySystem Tick"), STAT_MySystemTick, STATGROUP_MyGame);
|
|
404
|
+
DECLARE_CYCLE_STAT(TEXT("PathFind"), STAT_PathFind, STATGROUP_MyGame);
|
|
405
|
+
|
|
406
|
+
void UMySystem::Tick(float DeltaTime) { SCOPE_CYCLE_COUNTER(STAT_MySystemTick); }
|
|
407
|
+
FPath UMySystem::FindPath(...) { SCOPE_CYCLE_COUNTER(STAT_PathFind); }
|
|
408
|
+
|
|
409
|
+
// Named events — colored blocks in Insights, no stat overhead
|
|
410
|
+
#include "HAL/PlatformMisc.h"
|
|
411
|
+
void UMySystem::HeavyOperation() { SCOPED_NAMED_EVENT(MyHeavyOp, FColor::Orange); }
|
|
412
|
+
|
|
413
|
+
// CSV profiling — lightweight always-on telemetry written to Saved/Profiling/CSVStats/
|
|
414
|
+
#include "ProfilingDebugging/CsvProfiler.h"
|
|
415
|
+
CSV_DEFINE_CATEGORY(MyGame, true);
|
|
416
|
+
void UMySystem::Tick(float DeltaTime) { CSV_SCOPED_TIMING_STAT(MyGame, SystemTick); }
|
|
417
|
+
```
|
|
418
|
+
|
|
419
|
+
---
|
|
420
|
+
## Debugging Techniques
|
|
421
|
+
|
|
422
|
+
### Visual Logger
|
|
423
|
+
|
|
424
|
+
```cpp
|
|
425
|
+
#include "VisualLogger/VisualLogger.h"
|
|
426
|
+
// Window > Visual Logger shows a timeline of shapes and log events per actor
|
|
427
|
+
UE_VLOG_SPHERE(this, LogMyModule, Verbose, GetActorLocation(), 50.0f, FColor::Green, TEXT("Patrol point"));
|
|
428
|
+
UE_VLOG_SEGMENT(this, LogMyModule, Log, From, To, FColor::Red, TEXT("Path"));
|
|
429
|
+
UE_VLOG(this, LogMyModule, Log, TEXT("State: %s"), *StateName);
|
|
430
|
+
```
|
|
431
|
+
|
|
432
|
+
### Gameplay Debugger
|
|
433
|
+
|
|
434
|
+
Press `'` (apostrophe) in PIE to open the Gameplay Debugger. It shows AI, EQS, Ability System, and custom categories. Register a custom category in module startup:
|
|
435
|
+
|
|
436
|
+
```cpp
|
|
437
|
+
IGameplayDebugger::Get().RegisterCategory("MySystem",
|
|
438
|
+
IGameplayDebugger::FOnGetCategory::CreateStatic(&FMyDebugCategory::MakeInstance),
|
|
439
|
+
EGameplayDebuggerCategoryState::EnabledInGame);
|
|
440
|
+
```
|
|
441
|
+
|
|
442
|
+
### IDE Breakpoint Debugging
|
|
443
|
+
|
|
444
|
+
Attach Visual Studio or Rider to the running `UnrealEditor` process (Debug > Attach to Process). Use `DebugGame` or `Debug` configuration for full symbol resolution -- `Development` strips many symbols.
|
|
445
|
+
|
|
446
|
+
```cpp
|
|
447
|
+
// Break on assertion failures -- set breakpoints on these functions:
|
|
448
|
+
// FDebug::AssertFailed (check/checkf)
|
|
449
|
+
// FDebug::EnsureFailed (ensure/ensureMsgf)
|
|
450
|
+
// FDebug::OptionallyLogFormattedEnsureMessageReturningFalse
|
|
451
|
+
|
|
452
|
+
// Conditional breakpoint example (VS/Rider):
|
|
453
|
+
// Condition: Actor->GetName().Contains(TEXT("Enemy"))
|
|
454
|
+
// Hit count: break on 5th hit
|
|
455
|
+
```
|
|
456
|
+
|
|
457
|
+
For `check()` and `ensure()` failures, set breakpoints on the handler functions above -- they fire before crash/log, letting you inspect the call stack.
|
|
458
|
+
|
|
459
|
+
### Crash Analysis
|
|
460
|
+
|
|
461
|
+
- Minidumps land in `Saved/Crashes/`. Open with `UnrealEditor-Win64-DebugGame` PDB in WinDbg or Rider.
|
|
462
|
+
- `FDebug::DumpStackTraceToLog(ELogVerbosity::Error)` prints the current callstack to the log.
|
|
463
|
+
- `ensure` submits a callstack to the Crash Reporter without crashing the process.
|
|
464
|
+
|
|
465
|
+
**Network**: `-NetTrace` for replication capture, `stat net` for live bandwidth, `net.ListActorChannels` for actor channels.
|
|
466
|
+
|
|
467
|
+
**Key profiling commands**: `stat startfile`/`stat stopfile` (.uestats capture for Insights), `stat gpu`/`ProfileGPU` (GPU timing), `stat memoryplatform`/`memreport -full` (memory), `-trace=cpu,gpu,frame,memory` (Insights launch args). See `references/profiling-commands.md`.
|
|
468
|
+
|
|
469
|
+
---
|
|
470
|
+
|
|
471
|
+
## Common Mistakes
|
|
472
|
+
|
|
473
|
+
**check() in shipping** — `check()` expressions are compiled out of Shipping builds. Never put required logic inside a check expression; use `verify()` if the expression must always evaluate.
|
|
474
|
+
|
|
475
|
+
**ensure fires only once** — After the first ensure failure at a call site, subsequent calls at that site are silent. Use `ensureAlways` if you need every failure reported.
|
|
476
|
+
|
|
477
|
+
**DrawDebug in shipping** — DrawDebug calls do not exist in Shipping without `ENABLE_DRAW_DEBUG`. Wrap persistent draws with `#if ENABLE_DRAW_DEBUG`.
|
|
478
|
+
|
|
479
|
+
**Missing log category** — Defining `UE_LOG` with a category not visible in the current translation unit causes a linker error. Include the header that declares the category.
|
|
480
|
+
|
|
481
|
+
**Automation test without a filter flag** — Every `IMPLEMENT_SIMPLE_AUTOMATION_TEST` must have exactly one filter flag (Smoke, Engine, Product, Perf, Stress, or Negative). Missing it is a compile-time `static_assert` failure.
|
|
482
|
+
|
|
483
|
+
**Latent command after `return true`** — Latent commands are enqueued before the function returns. Do not enqueue them after the `return true;` statement.
|
|
484
|
+
|
|
485
|
+
**Log spam in multiplayer** — Identical log calls fire from both server and each client. Prefix messages with `GetWorld()->GetNetMode()` or use `UE_CLOG(HasAuthority(), ...)` to reduce noise.
|
|
486
|
+
|
|
487
|
+
---
|
|
488
|
+
|
|
489
|
+
## Related Skills
|
|
490
|
+
|
|
491
|
+
- `/ue-cpp-foundations` — UE macro system, delegates, FString, UE_LOG basics
|
|
492
|
+
- `/ue-module-build-system` — setting up a dedicated test module and target inclusion
|
|
493
|
+
- `/ue-actor-component-architecture` — AFunctionalTest placement and world interaction
|
|
494
|
+
|
|
495
|
+
---
|
|
496
|
+
## References
|
|
497
|
+
|
|
498
|
+
- `references/automation-test-patterns.md` — test setup patterns, latent commands, common scenarios
|
|
499
|
+
- `references/profiling-commands.md` — stat commands, Insights capture, analysis workflow
|
|
500
|
+
|
|
501
|
+
---
|
|
502
|
+
|
|
503
|
+
## Checklist
|
|
504
|
+
|
|
505
|
+
Validate before considering the work done:
|
|
506
|
+
|
|
507
|
+
- [ ] Tests assert real behavior and fail for the right reason when broken
|
|
508
|
+
- [ ] Tests run headless in CI without requiring a human in the editor
|
|
509
|
+
- [ ] Logging uses a dedicated category at an appropriate verbosity
|
|
510
|
+
- [ ] Conventions in `docs/unreal/project-context.md` were read and followed
|
|
511
|
+
- [ ] The Common Mistakes section of this skill was reviewed against the change
|
|
512
|
+
|
|
513
|
+
**PASS** — every item holds. **CONCERNS** — the work stands but at least one item is unresolved and worth flagging to the user. **FAIL** — an item is violated in a way that breaks correctness, replication or the frame budget; fix it before handing the work over.
|
|
514
|
+
|
|
515
|
+
## Next Steps
|
|
516
|
+
|
|
517
|
+
- `/test-setup` — wire the tests into the project test runner
|
|
518
|
+
- `/check` — run the full quality gate
|
|
519
|
+
- `/code-review` — architectural and quality review of the change
|
|
520
|
+
- `/commit` — conventional commit once the change is verified
|