Hi,
I am investigating how to use Unreal’s automation framework to set up overnight smoke tests of basic menu interactions, focus handling, and UI responses. For example, loading into the login screen, entering valid/invalid login credentials, and verifying result. Since our game will support both gamepad and keyboard/mouse inputs, ideally these tests should be able to mimic both input methods.
We will likely be using Unreal’s existing UI library to build out our UI, so Automation Driver seemed like a good fit. With it, I was able to set up an interaction matching my test case above. However, it doesn’t look like it supports gamepad inputs and doesn’t have a method for moving the synthetic cursor in a gamepad-like way.
The only other method I could find to possibly mimic common UI’s virtual cursor behavior with gamepad inputs is some combination of the Slate API’s NavigateFromWidget and NavigateToWidget, but both of these functions need access to the base SWidget. Automation Driver has the ability to find widgets via FindElement, but I don’t see a way to get the underlying SWidget from the driver element. Is there a way to get access to the SWidget here, and if not, is there a better method for emulating gamepad-like UI navigation using automation driver?
Any assistance would be appreciated, thank you!