# \[PLUGIN\] Editor Test Utilities

**URL:** <https://forums.unrealengine.com/t/plugin-editor-test-utilities/2253919>\
**Category:** UE Marketplace\
**Tags:** Python, testing, automated-testing, Editor-Scripting, unreal-engine, test, editor, Scripting, Plugins\
**Created:** [January 1, 2025, 3:01pm UTC](https://forums.unrealengine.com/t/plugin-editor-test-utilities/2253919 "2025-01-01T15:01:18Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Aasura-san](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/aasura-san/32/890824_2.png) [@Aasura-san](https://forums.unrealengine.com/u/Aasura-san)\
**Post date:** [January 1, 2025, 3:01pm UTC](https://forums.unrealengine.com/t/plugin-editor-test-utilities/2253919/1 "2025-01-01T15:01:18Z")

</div>

Hello,

Recently I created a plugin called [Editor Test Utilities](https://www.fab.com/listings/4fd21346-ccea-46b1-8a41-40ddade0086c). It’s basically a package of automation tests for common asset issues. With tests provided, you can test issues like:

- Too complex asset dependency/reference chain of the Player Pawn
- Assets with too big size map (disk size)
- Meshes with too big triangle count
- Blueprints with empty ticks or ticks enabled by default
- Blueprints that use functions like “GetAllActorsOfClass”
- Blueprints that use pure functions with multiple outputs
- User Widgets that use bindings
- Redirectors in the project

Since they’re automation tests, you can integrate them with CI/CD and test your game 24/7.

I also provided Python scripts that trigger those tests. Those scripts can be executed during the editor startup. If a test from a script fails, it will generate a notification in the Message log (if the test is passed successfully, no notification should be added to the Message Log during the editor startup).

I hope this plugin will help you maintain the project in a good state.

Let me know what you think about that.  
Thanks.
