Struggling with the implementation of Automation tests

I was unable to add the experience to the teleport during the test setup so instead I’ve duplicated the original and manually assigned it instead and then spawning that one during the test instead. Not ideal but I just want to get it working atm.

So I’ve created a couple of latent commands for moving the player, checking the map name and finally destroying the world. So my test currently creates a world, spawns the two actors sets them to two specific positions then preforms the latent commands :crossed_fingers:.

So this was just looping through the Latent movement command so I’ve added a log to ensure the actor is actually moving. Well great new it is moving but I had a set location with no tolerance so I’ve adjusted that now, however I’m a bit concerned as the collision should have been hit anyway so the new map should have loaded but didn’t appear to.

New movement latent command is now working but its now looping in the WaitForMapToLoad command which I was kind of expecting. Now just working out how to check if the player is colliding with the teleport. So i was thinking i could use the IsOverlappingActor function however this requires a AActor* where as I’m using a TWeakObjectPtr. Well this will continue tomorow.