So I came across this weird bug with functional testing. My tests appears to error out on ANY UE_LOG warnings or errors despite what settings I have in the functional test. I noticed it whenever I left my DefaultPawnClass as my PlayerCharacter in the maps and modes project settings whenever running the tests. If I set the DefaultPawnClass to none the test executes as normal, however when switching it back to the playercharacter any UE_LOG marked with warning or error will cause it to fail, as it is failing on my default pawn throwing warnings I made within the actual playercharacter itself. It is only on the first one that is ran in that world while the default pawn is spawning, and not anywhere else. If a run one test alone it always fails. If I run multiple everything after the first one tends to pass. How can I make my functional tests only care about the test conditions its supposed to verify?
Everything functions normal:
After switching to the default pawn to the Player Character:
My actual test in the functional tests passes:
These settings are ignored although documentation makes you think this should ignore the errors or warnings.