Oh wow 21 days that’s quite some time, been on holiday :).
So came back in today and decided to look into the fbx builder I haven’t forgotten about uploading the driver code but I recently found an example with UMG so going to try implement that first ( ArabicProjectClean/Source/ChibaChaba/Private/Tests/Test_UMG.cpp at main · PablushaRubeCube/ArabicProjectClean (github.com)).
The FBX Test Builder is no longer under Tools> Automation but is now located under Tools>Debug>FBX Test Builder
unfortunately the fbx selection is only showing fbx files in the engine contents folder, so for now I’ve just selected the Cube_Blue.fbx to experiment with. So I created a testplan for the Cube_Blue.fbx and tried setting the LOD number in the expected result to 0 which should fail as it has 1 LOD, which I did and setting it to 1 passes. The test can be found under Editor>Import>Fbx>FBX Name
I was able to perform a test to check there’s no errors when importing, without having a FBX to import I first ran the test with it expecting an error which failed and then changed to 0 for a pass.
So adding the second test plan wipes the first from being tested so would seem they have to be implemented into one test plan.
This isn’t quite what I was expecting it to be, I was more expecting it to test each time something gets imported but can see how this can be useful.
Ahh okay so further down it states to move the fbx file to “[Unreal Engine Root Directory]/Engine/Content/FBXEditorAutomation”, hmmm still not showing but could be because this model I downloaded for the test doesn’t import correctly.
So I’ve downloaded a new model and added it to the FBXEditorAutomation folder but I’m still unable to select it from the dropdown. Turns out I had just put in in the wrong folder (different version of UE). I thought this model had multiple LODs that I could test but I was mistaken, instead I tested that it created 5 materials, a static mesh when imported and only one LOD. which passes successfully.
Having got the hang of the basics of the FBX test builder I thought I’d look into running test from the CMD and generate a report. Found this page in the documentation that’s very useful (Run Automation Tests in Unreal Engine | Unreal Engine 5.4 Documentation | Epic Developer Community (epicgames.com)). Using this page I was able to run all the tests in the CropOut sample project, I was working on, quit the Unreal Engine Editor and save the report to another location. I then added this to a batch script for ease of use. Only thing that page didn’t mention was adding the uproject file location after the UnrealEditor.exe.
My Command:
“D:\Program Files\Epic Games\UE_5.3\Engine\Binaries\Win64\UnrealEditor.exe” “D:\UnrealEngine - ZR\Cropout\CropoutSampleProject\CropoutSampleProject.uproject” -ExecCmds=“Automation RunTest Project.Functional Tests.Tests;Quit” -ReportExportPath=“C:\Users\zrogers\OneDrive - Universally Speaking Ltd\Documents.AutomationTesting\Run Tests From CMD/Results”
One nice thing I noticed is that the fails are put at the top of the list in the report