462 lines
24 KiB
C++
462 lines
24 KiB
C++
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#if WITH_EDITOR
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#include "Subsystems/DirectiveUtilEditorActorSubsystem.h"
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#include "Types/DirectiveUtilEditorTypes.h"
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#include "Misc/AutomationTest.h"
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#include "Engine/StaticMesh.h"
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#include "Engine/StaticMeshActor.h"
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#include "Components/StaticMeshComponent.h"
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#include "Components/BoxComponent.h"
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#include "Components/CapsuleComponent.h"
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#include "Materials/MaterialInterface.h"
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#include "Engine/World.h"
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#include "Engine/Engine.h"
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IMPLEMENT_SIMPLE_AUTOMATION_TEST(FDirectiveUtilEditorActorSubsystemTest, "DirectiveUtilities.EditorActorSubsystemTests", EAutomationTestFlags::EditorContext | EAutomationTestFlags::EngineFilter)
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bool FDirectiveUtilEditorActorSubsystemTest::RunTest(const FString& Parameters)
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{
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// IsActorWithinBoxBounds should not crash and should return false with null Actor
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TestFalse("IsActorWithinBoxBounds should return false with null Actor",
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UDirectiveUtilEditorActorSubsystem::IsActorWithinBoxBounds(nullptr, nullptr));
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// IsActorWithinSphereBounds should not crash and should return false with null Actor
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TestFalse("IsActorWithinSphereBounds should return false with null Actor",
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UDirectiveUtilEditorActorSubsystem::IsActorWithinSphereBounds(nullptr, nullptr));
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// IsActorWithinCapsuleBounds should not crash and should return false with null Actor
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TestFalse("IsActorWithinCapsuleBounds should return false with null CapsuleComponent",
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UDirectiveUtilEditorActorSubsystem::IsActorWithinCapsuleBounds(nullptr, nullptr));
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// FilterEmptyActors should not crash with an empty array
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TArray<AActor*> EmptyActors;
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TArray<AActor*> FilteredActors;
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UDirectiveUtilEditorActorSubsystem::FilterEmptyActors(EmptyActors, FilteredActors, Include);
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TestEqual("FilterEmptyActors with empty input should produce empty output", FilteredActors.Num(), 0);
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// FilterActorsByMaterialName should not crash with an empty array
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TArray<AActor*> MaterialFiltered;
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UDirectiveUtilEditorActorSubsystem::FilterActorsByMaterialName(EmptyActors, MaterialFiltered, TEXT("TestMaterial"), OverrideOnly, Include);
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TestEqual("FilterActorsByMaterialName with empty input should produce empty output", MaterialFiltered.Num(), 0);
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// FilterActorsByVertCount should not crash with an empty array
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TArray<AActor*> VertFiltered;
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UDirectiveUtilEditorActorSubsystem::FilterActorsByVertCount(EmptyActors, VertFiltered, 0, 1000, Include);
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TestEqual("FilterActorsByVertCount with empty input should produce empty output", VertFiltered.Num(), 0);
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// FilterActorsByBounds should not crash with an empty array
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TArray<AActor*> BoundsFiltered;
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UDirectiveUtilEditorActorSubsystem::FilterActorsByBounds(EmptyActors, BoundsFiltered, FVector::ZeroVector, FVector::OneVector, Include);
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TestEqual("FilterActorsByBounds with empty input should produce empty output", BoundsFiltered.Num(), 0);
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return true;
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}
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IMPLEMENT_SIMPLE_AUTOMATION_TEST(FDirectiveUtilEditorActorSubsystemFilterTest, "DirectiveUtilities.EditorActorSubsystemFilterTests", EAutomationTestFlags::EditorContext | EAutomationTestFlags::EngineFilter)
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bool FDirectiveUtilEditorActorSubsystemFilterTest::RunTest(const FString& Parameters)
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{
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UStaticMesh* Cube = LoadObject<UStaticMesh>(nullptr, TEXT("/Engine/BasicShapes/Cube.Cube"));
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UStaticMesh* Sphere = LoadObject<UStaticMesh>(nullptr, TEXT("/Engine/BasicShapes/Sphere.Sphere"));
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if (!Cube || !Sphere)
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{
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AddInfo(TEXT("Engine basic shapes unavailable; skipping include/exclude behaviour test."));
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return true;
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}
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UWorld* World = UWorld::CreateWorld(EWorldType::Editor, false);
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if (!World)
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{
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AddError(TEXT("Failed to create a transient world for the filter test."));
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return false;
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}
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FWorldContext& WorldContext = GEngine->CreateNewWorldContext(EWorldType::Editor);
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WorldContext.SetCurrentWorld(World);
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auto SpawnWithMeshes = [World](const TArray<UStaticMesh*>& Meshes) -> AActor*
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{
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AActor* Actor = World->SpawnActor<AActor>();
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USceneComponent* Root = NewObject<USceneComponent>(Actor);
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Actor->SetRootComponent(Root);
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Root->RegisterComponent();
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for (UStaticMesh* Mesh : Meshes)
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{
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UStaticMeshComponent* MeshComponent = NewObject<UStaticMeshComponent>(Actor);
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MeshComponent->SetupAttachment(Root);
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MeshComponent->RegisterComponent();
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MeshComponent->SetStaticMesh(Mesh);
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Actor->AddInstanceComponent(MeshComponent);
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}
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return Actor;
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};
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AActor* ActorCubeAndSphere = SpawnWithMeshes({ Cube, Sphere });
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AActor* ActorCubeOnly = SpawnWithMeshes({ Cube });
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AActor* ActorNoMesh = SpawnWithMeshes({});
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const TArray<AActor*> Source = { ActorCubeAndSphere, ActorCubeOnly, ActorNoMesh };
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// Include: actors that contain the cube mesh.
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TArray<AActor*> Included;
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UDirectiveUtilEditorActorSubsystem::FilterActorsByStaticMesh(Source, Included, Cube, Include);
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TestTrue("Include: multi-mesh actor containing the cube is included", Included.Contains(ActorCubeAndSphere));
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TestTrue("Include: cube-only actor is included", Included.Contains(ActorCubeOnly));
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TestFalse("Include: actor with no mesh is excluded", Included.Contains(ActorNoMesh));
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// Exclude: actors that do NOT contain the cube. A multi-mesh actor that uses the cube in one slot
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// must still be excluded even though another slot uses a different mesh (the aggregation fix).
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TArray<AActor*> Excluded;
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UDirectiveUtilEditorActorSubsystem::FilterActorsByStaticMesh(Source, Excluded, Cube, Exclude);
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TestFalse("Exclude: multi-mesh actor containing the cube is not mistakenly included", Excluded.Contains(ActorCubeAndSphere));
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TestFalse("Exclude: cube-only actor is excluded", Excluded.Contains(ActorCubeOnly));
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TestTrue("Exclude: actor with no mesh is included", Excluded.Contains(ActorNoMesh));
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GEngine->DestroyWorldContext(World);
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World->DestroyWorld(false);
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return true;
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}
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IMPLEMENT_SIMPLE_AUTOMATION_TEST(FDirectiveUtilEditorActorSubsystemFilterCoverageTest, "DirectiveUtilities.EditorActorSubsystemFilterCoverageTests", EAutomationTestFlags::EditorContext | EAutomationTestFlags::EngineFilter)
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bool FDirectiveUtilEditorActorSubsystemFilterCoverageTest::RunTest(const FString& Parameters)
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{
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UStaticMesh* Cube = LoadObject<UStaticMesh>(nullptr, TEXT("/Engine/BasicShapes/Cube.Cube"));
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UStaticMesh* Sphere = LoadObject<UStaticMesh>(nullptr, TEXT("/Engine/BasicShapes/Sphere.Sphere"));
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UMaterialInterface* MatA = LoadObject<UMaterialInterface>(nullptr, TEXT("/Engine/BasicShapes/BasicShapeMaterial.BasicShapeMaterial"));
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UMaterialInterface* MatB = LoadObject<UMaterialInterface>(nullptr, TEXT("/Engine/EngineMaterials/WorldGridMaterial.WorldGridMaterial"));
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if (!Cube || !Sphere || !MatA || !MatB)
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{
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AddInfo(TEXT("Engine basic shapes/materials unavailable; skipping filter coverage test."));
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return true;
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}
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UWorld* World = UWorld::CreateWorld(EWorldType::Editor, false);
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if (!World)
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{
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AddError(TEXT("Failed to create a transient world for the filter coverage test."));
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return false;
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}
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FWorldContext& WorldContext = GEngine->CreateNewWorldContext(EWorldType::Editor);
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WorldContext.SetCurrentWorld(World);
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auto SpawnMesh = [World](UStaticMesh* Mesh, EComponentMobility::Type Mobility) -> UStaticMeshComponent*
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{
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AActor* Actor = World->SpawnActor<AActor>();
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USceneComponent* Root = NewObject<USceneComponent>(Actor);
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Root->SetMobility(Mobility);
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Actor->SetRootComponent(Root);
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Root->RegisterComponent();
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UStaticMeshComponent* MeshComponent = NewObject<UStaticMeshComponent>(Actor);
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MeshComponent->SetMobility(Mobility);
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MeshComponent->SetupAttachment(Root);
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if (Mesh) { MeshComponent->SetStaticMesh(Mesh); }
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MeshComponent->RegisterComponent();
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Actor->AddInstanceComponent(MeshComponent);
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return MeshComponent;
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};
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// Actor A: cube, MatA override, Static mobility, BlockAll collision, tag Alpha, at origin.
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UStaticMeshComponent* CompA = SpawnMesh(Cube, EComponentMobility::Static);
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AActor* ActorA = CompA->GetOwner();
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CompA->SetMaterial(0, MatA);
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CompA->SetCollisionProfileName(TEXT("BlockAll"));
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ActorA->Tags.Add(FName("Alpha"));
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ActorA->SetActorLocation(FVector::ZeroVector);
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// Actor B: sphere, MatB override, Movable mobility, far away, no tag.
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UStaticMeshComponent* CompB = SpawnMesh(Sphere, EComponentMobility::Movable);
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AActor* ActorB = CompB->GetOwner();
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CompB->SetMaterial(0, MatB);
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ActorB->SetActorLocation(FVector(100000.0f, 0.0f, 0.0f));
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// Actor C: no static mesh component at all.
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AActor* ActorC = World->SpawnActor<AActor>();
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USceneComponent* RootC = NewObject<USceneComponent>(ActorC);
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ActorC->SetRootComponent(RootC);
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RootC->RegisterComponent();
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const TArray<AActor*> Src = { ActorA, ActorB, ActorC };
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auto RunFilter = [&Src](TFunctionRef<void(const TArray<AActor*>&, TArray<AActor*>&)> Fn) -> TArray<AActor*>
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{
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TArray<AActor*> Out;
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Fn(Src, Out);
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return Out;
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};
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// Class: everything is an AActor.
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TestEqual("ByClass(AActor) includes all", RunFilter([](const TArray<AActor*>& S, TArray<AActor*>& O){ UDirectiveUtilEditorActorSubsystem::FilterActorsByClass(S, O, AActor::StaticClass(), Include); }).Num(), 3);
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// Tag (Include + Exclude complement).
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{
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const TArray<AActor*> Inc = RunFilter([](const TArray<AActor*>& S, TArray<AActor*>& O){ UDirectiveUtilEditorActorSubsystem::FilterActorsByTag(S, O, FName("Alpha"), Include); });
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const TArray<AActor*> Exc = RunFilter([](const TArray<AActor*>& S, TArray<AActor*>& O){ UDirectiveUtilEditorActorSubsystem::FilterActorsByTag(S, O, FName("Alpha"), Exclude); });
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TestTrue("ByTag Include => A only", Inc.Contains(ActorA) && !Inc.Contains(ActorB) && !Inc.Contains(ActorC));
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TestTrue("ByTag Exclude => B and C", !Exc.Contains(ActorA) && Exc.Contains(ActorB) && Exc.Contains(ActorC));
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}
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// Static mesh by reference + by name.
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{
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const TArray<AActor*> Inc = RunFilter([&](const TArray<AActor*>& S, TArray<AActor*>& O){ UDirectiveUtilEditorActorSubsystem::FilterActorsByStaticMesh(S, O, Cube, Include); });
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TestTrue("ByStaticMesh(Cube) => A only", Inc.Contains(ActorA) && !Inc.Contains(ActorB) && !Inc.Contains(ActorC));
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const TArray<AActor*> ByName = RunFilter([](const TArray<AActor*>& S, TArray<AActor*>& O){ UDirectiveUtilEditorActorSubsystem::FilterActorsByStaticMeshName(S, O, TEXT("Cube"), Include); });
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TestTrue("ByStaticMeshName(Cube) => A", ByName.Contains(ActorA) && !ByName.Contains(ActorB));
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}
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// Material by reference + by name (override slot).
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{
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const TArray<AActor*> Inc = RunFilter([&](const TArray<AActor*>& S, TArray<AActor*>& O){ UDirectiveUtilEditorActorSubsystem::FilterActorsByMaterial(S, O, MatA, OverrideOnly, Include); });
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const TArray<AActor*> Exc = RunFilter([&](const TArray<AActor*>& S, TArray<AActor*>& O){ UDirectiveUtilEditorActorSubsystem::FilterActorsByMaterial(S, O, MatA, OverrideOnly, Exclude); });
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TestTrue("ByMaterial(MatA) Include => A only", Inc.Contains(ActorA) && !Inc.Contains(ActorB));
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TestTrue("ByMaterial(MatA) Exclude => B and C, not A", !Exc.Contains(ActorA) && Exc.Contains(ActorB) && Exc.Contains(ActorC));
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const TArray<AActor*> ByName = RunFilter([&](const TArray<AActor*>& S, TArray<AActor*>& O){ UDirectiveUtilEditorActorSubsystem::FilterActorsByMaterialName(S, O, MatA->GetName(), OverrideOnly, Include); });
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TestTrue("ByMaterialName(MatA) => A", ByName.Contains(ActorA) && !ByName.Contains(ActorB));
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}
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// Vert / tri count: query the cube's actual counts, then assert in-range includes and out-of-range excludes.
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{
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const int32 Verts = Cube->GetNumVertices(0);
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TestTrue("ByVertCount [V,V] => A", RunFilter([Verts](const TArray<AActor*>& S, TArray<AActor*>& O){ UDirectiveUtilEditorActorSubsystem::FilterActorsByVertCount(S, O, Verts, Verts, Include); }).Contains(ActorA));
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TestFalse("ByVertCount out-of-range => not A", RunFilter([Verts](const TArray<AActor*>& S, TArray<AActor*>& O){ UDirectiveUtilEditorActorSubsystem::FilterActorsByVertCount(S, O, Verts + 100000, Verts + 200000, Include); }).Contains(ActorA));
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const int32 Tris = Cube->GetNumTriangles(0);
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TestTrue("ByTriCount [T,T] => A", RunFilter([Tris](const TArray<AActor*>& S, TArray<AActor*>& O){ UDirectiveUtilEditorActorSubsystem::FilterActorsByTriCount(S, O, Tris, Tris, Include); }).Contains(ActorA));
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}
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// Mobility.
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{
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TestTrue("ByMobility(Static) => A, not B", RunFilter([](const TArray<AActor*>& S, TArray<AActor*>& O){ UDirectiveUtilEditorActorSubsystem::FilterActorsByMobility(S, O, EComponentMobility::Static, Include); }).Contains(ActorA));
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TestTrue("ByMobility(Movable) => B, not A", RunFilter([&](const TArray<AActor*>& S, TArray<AActor*>& O){ UDirectiveUtilEditorActorSubsystem::FilterActorsByMobility(S, O, EComponentMobility::Movable, Include); }).Contains(ActorB));
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}
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// Collision (BlockAll on A implies WorldStatic object type, QueryAndPhysics, blocking responses).
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{
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TestTrue("ByCollisionProfile(BlockAll) => A", RunFilter([](const TArray<AActor*>& S, TArray<AActor*>& O){ UDirectiveUtilEditorActorSubsystem::FilterActorsByCollisionProfile(S, O, FName("BlockAll"), Include); }).Contains(ActorA));
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TestTrue("ByCollisionChannel(WorldStatic) => A", RunFilter([](const TArray<AActor*>& S, TArray<AActor*>& O){ UDirectiveUtilEditorActorSubsystem::FilterActorsByCollisionChannel(S, O, ECC_WorldStatic, Include); }).Contains(ActorA));
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TestTrue("ByCollisionEnabled(QueryAndPhysics) => A", RunFilter([](const TArray<AActor*>& S, TArray<AActor*>& O){ UDirectiveUtilEditorActorSubsystem::FilterActorsByCollisionEnabled(S, O, ECollisionEnabled::QueryAndPhysics, Include); }).Contains(ActorA));
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TestTrue("ByCollisionResponse(WorldDynamic, Block) => A", RunFilter([](const TArray<AActor*>& S, TArray<AActor*>& O){ UDirectiveUtilEditorActorSubsystem::FilterActorsByCollisionResponse(S, O, ECC_WorldDynamic, ECR_Block, Include); }).Contains(ActorA));
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}
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// Nanite: assert the filter partitions correctly (A matched by exactly one of true/false) without
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// reading the deprecated member directly.
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{
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const bool bInFalse = RunFilter([](const TArray<AActor*>& S, TArray<AActor*>& O){ UDirectiveUtilEditorActorSubsystem::FilterActorsByNaniteState(S, O, false, Include); }).Contains(ActorA);
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const bool bInTrue = RunFilter([](const TArray<AActor*>& S, TArray<AActor*>& O){ UDirectiveUtilEditorActorSubsystem::FilterActorsByNaniteState(S, O, true, Include); }).Contains(ActorA);
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TestTrue("ByNaniteState partitions A into exactly one of true/false", bInFalse != bInTrue);
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}
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// LOD count: query the cube's LOD count and assert in-range includes A.
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{
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const int32 LODs = Cube->GetNumLODs();
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TestTrue("ByLODCount [n,n] => A", RunFilter([LODs](const TArray<AActor*>& S, TArray<AActor*>& O){ UDirectiveUtilEditorActorSubsystem::FilterActorsByLODCount(S, O, LODs, LODs, Include); }).Contains(ActorA));
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}
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// Actor bounds: query A's own size and assert a range around it includes A.
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{
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FVector Origin, Extent;
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ActorA->GetActorBounds(false, Origin, Extent);
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const FVector Size = Extent * 2.0f;
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TestTrue("ByBounds around A's size => A", RunFilter([&](const TArray<AActor*>& S, TArray<AActor*>& O){ UDirectiveUtilEditorActorSubsystem::FilterActorsByBounds(S, O, Size - FVector(1.0f), Size + FVector(1.0f), Include); }).Contains(ActorA));
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}
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// World location: A at origin, B far away.
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{
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const TArray<AActor*> Near = RunFilter([](const TArray<AActor*>& S, TArray<AActor*>& O){ UDirectiveUtilEditorActorSubsystem::FilterActorsByWorldLocation(S, O, FVector::ZeroVector, 50.0f, Include); });
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TestTrue("ByWorldLocation near origin => A, not the far B", Near.Contains(ActorA) && !Near.Contains(ActorB));
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}
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// Texture by name: a name no material uses -> Include matches none, Exclude matches all (exercises traversal).
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{
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TestEqual("ByTextureName(absent) Include => none", RunFilter([](const TArray<AActor*>& S, TArray<AActor*>& O){ UDirectiveUtilEditorActorSubsystem::FilterActorsByTextureName(S, O, TEXT("__udcore_absent_texture__"), BaseAndOverride, Include); }).Num(), 0);
|
||
|
|
TestEqual("ByTextureName(absent) Exclude => all", RunFilter([](const TArray<AActor*>& S, TArray<AActor*>& O){ UDirectiveUtilEditorActorSubsystem::FilterActorsByTextureName(S, O, TEXT("__udcore_absent_texture__"), BaseAndOverride, Exclude); }).Num(), 3);
|
||
|
|
}
|
||
|
|
|
||
|
|
GEngine->DestroyWorldContext(World);
|
||
|
|
World->DestroyWorld(false);
|
||
|
|
|
||
|
|
return true;
|
||
|
|
}
|
||
|
|
|
||
|
|
IMPLEMENT_SIMPLE_AUTOMATION_TEST(FDirectiveUtilEditorActorSubsystemEmptyActorsTest, "DirectiveUtilities.EditorActorSubsystemEmptyActorsTests", EAutomationTestFlags::EditorContext | EAutomationTestFlags::EngineFilter)
|
||
|
|
|
||
|
|
bool FDirectiveUtilEditorActorSubsystemEmptyActorsTest::RunTest(const FString& Parameters)
|
||
|
|
{
|
||
|
|
UWorld* World = UWorld::CreateWorld(EWorldType::Editor, false);
|
||
|
|
if (!World)
|
||
|
|
{
|
||
|
|
AddError(TEXT("Failed to create a transient world for the empty actors test."));
|
||
|
|
return false;
|
||
|
|
}
|
||
|
|
FWorldContext& WorldContext = GEngine->CreateNewWorldContext(EWorldType::Editor);
|
||
|
|
WorldContext.SetCurrentWorld(World);
|
||
|
|
|
||
|
|
// A bare actor whose only component is a childless scene root: the "Empty Actor" shape.
|
||
|
|
AActor* BareActor = World->SpawnActor<AActor>();
|
||
|
|
USceneComponent* BareRoot = NewObject<USceneComponent>(BareActor);
|
||
|
|
BareActor->SetRootComponent(BareRoot);
|
||
|
|
BareRoot->RegisterComponent();
|
||
|
|
|
||
|
|
AStaticMeshActor* MeshActor = World->SpawnActor<AStaticMeshActor>();
|
||
|
|
|
||
|
|
const TArray<AActor*> Source = { BareActor, MeshActor };
|
||
|
|
|
||
|
|
TArray<AActor*> Included;
|
||
|
|
UDirectiveUtilEditorActorSubsystem::FilterEmptyActors(Source, Included, Include);
|
||
|
|
TestTrue("Include: bare actor with only a scene root is empty", Included.Contains(BareActor));
|
||
|
|
TestFalse("Include: static mesh actor is not empty", Included.Contains(MeshActor));
|
||
|
|
TestEqual("Include: only the bare actor is returned", Included.Num(), 1);
|
||
|
|
|
||
|
|
TArray<AActor*> Excluded;
|
||
|
|
UDirectiveUtilEditorActorSubsystem::FilterEmptyActors(Source, Excluded, Exclude);
|
||
|
|
TestFalse("Exclude: bare actor is not returned", Excluded.Contains(BareActor));
|
||
|
|
TestTrue("Exclude: static mesh actor is returned", Excluded.Contains(MeshActor));
|
||
|
|
TestEqual("Exclude: only the static mesh actor is returned", Excluded.Num(), 1);
|
||
|
|
|
||
|
|
// Aliasing: filtering an array into itself rebuilds it in place.
|
||
|
|
TArray<AActor*> Aliased = { BareActor, MeshActor };
|
||
|
|
UDirectiveUtilEditorActorSubsystem::FilterEmptyActors(Aliased, Aliased, Include);
|
||
|
|
TestEqual("Aliased: array is rebuilt in place with one entry", Aliased.Num(), 1);
|
||
|
|
TestTrue("Aliased: only the bare actor remains", Aliased.Contains(BareActor));
|
||
|
|
|
||
|
|
GEngine->DestroyWorldContext(World);
|
||
|
|
World->DestroyWorld(false);
|
||
|
|
|
||
|
|
return true;
|
||
|
|
}
|
||
|
|
|
||
|
|
IMPLEMENT_SIMPLE_AUTOMATION_TEST(FDirectiveUtilEditorActorSubsystemQueryAlignmentTest, "DirectiveUtilities.EditorActorSubsystemQueryAlignmentTests", EAutomationTestFlags::EditorContext | EAutomationTestFlags::EngineFilter)
|
||
|
|
|
||
|
|
bool FDirectiveUtilEditorActorSubsystemQueryAlignmentTest::RunTest(const FString& Parameters)
|
||
|
|
{
|
||
|
|
UStaticMesh* Cube = LoadObject<UStaticMesh>(nullptr, TEXT("/Engine/BasicShapes/Cube.Cube"));
|
||
|
|
if (!Cube)
|
||
|
|
{
|
||
|
|
AddInfo(TEXT("Engine basic shapes unavailable; skipping query alignment test."));
|
||
|
|
return true;
|
||
|
|
}
|
||
|
|
|
||
|
|
// The GetActorsBy* queries read from the editor world rather than a passed array.
|
||
|
|
UWorld* EditorWorld = nullptr;
|
||
|
|
for (const FWorldContext& Context : GEngine->GetWorldContexts())
|
||
|
|
{
|
||
|
|
if (Context.WorldType == EWorldType::Editor && Context.World())
|
||
|
|
{
|
||
|
|
EditorWorld = Context.World();
|
||
|
|
break;
|
||
|
|
}
|
||
|
|
}
|
||
|
|
if (!EditorWorld)
|
||
|
|
{
|
||
|
|
AddInfo(TEXT("No editor world available; skipping query alignment test."));
|
||
|
|
return true;
|
||
|
|
}
|
||
|
|
|
||
|
|
AActor* MeshActor = EditorWorld->SpawnActor<AActor>();
|
||
|
|
USceneComponent* Root = NewObject<USceneComponent>(MeshActor);
|
||
|
|
Root->SetMobility(EComponentMobility::Movable);
|
||
|
|
MeshActor->SetRootComponent(Root);
|
||
|
|
Root->RegisterComponent();
|
||
|
|
UStaticMeshComponent* MeshComponent = NewObject<UStaticMeshComponent>(MeshActor);
|
||
|
|
MeshComponent->SetMobility(EComponentMobility::Movable);
|
||
|
|
MeshComponent->SetupAttachment(Root);
|
||
|
|
MeshComponent->SetStaticMesh(Cube);
|
||
|
|
MeshComponent->RegisterComponent();
|
||
|
|
MeshActor->AddInstanceComponent(MeshComponent);
|
||
|
|
MeshActor->SetActorLocation(FVector::ZeroVector);
|
||
|
|
|
||
|
|
// The query methods keep no instance state, so a transient instance is enough headless.
|
||
|
|
UDirectiveUtilEditorActorSubsystem* Subsystem = NewObject<UDirectiveUtilEditorActorSubsystem>();
|
||
|
|
|
||
|
|
// Bounding box: an enclosing box finds the actor, a disjoint one does not.
|
||
|
|
TArray<AActor*> InBox;
|
||
|
|
Subsystem->GetActorsByBoundingBox(InBox, FVector(-100000.0f), FVector(100000.0f), World, Include);
|
||
|
|
TestTrue("BoundingBox: enclosing box finds the actor", InBox.Contains(MeshActor));
|
||
|
|
TArray<AActor*> OutOfBox;
|
||
|
|
Subsystem->GetActorsByBoundingBox(OutOfBox, FVector(900000.0f), FVector(900100.0f), World, Include);
|
||
|
|
TestFalse("BoundingBox: disjoint box does not find the actor", OutOfBox.Contains(MeshActor));
|
||
|
|
|
||
|
|
// Mesh name: a lowercase substring matches case-insensitively, as in the Filter variant.
|
||
|
|
TArray<AActor*> ByName;
|
||
|
|
Subsystem->GetActorsByStaticMeshName(ByName, TEXT("cub"), World, Include);
|
||
|
|
TestTrue("StaticMeshName: lowercase substring finds the actor", ByName.Contains(MeshActor));
|
||
|
|
|
||
|
|
// Mobility: the root component's mobility is what counts.
|
||
|
|
const TArray<AActor*> Source = { MeshActor };
|
||
|
|
TArray<AActor*> MovableActors;
|
||
|
|
UDirectiveUtilEditorActorSubsystem::FilterActorsByMobility(Source, MovableActors, EComponentMobility::Movable, Include);
|
||
|
|
TestTrue("Mobility: movable root is matched", MovableActors.Contains(MeshActor));
|
||
|
|
TArray<AActor*> StaticActors;
|
||
|
|
UDirectiveUtilEditorActorSubsystem::FilterActorsByMobility(Source, StaticActors, EComponentMobility::Static, Include);
|
||
|
|
TestFalse("Mobility: static does not match a movable root", StaticActors.Contains(MeshActor));
|
||
|
|
|
||
|
|
EditorWorld->DestroyActor(MeshActor);
|
||
|
|
|
||
|
|
return true;
|
||
|
|
}
|
||
|
|
|
||
|
|
IMPLEMENT_SIMPLE_AUTOMATION_TEST(FDirectiveUtilEditorActorSubsystemBoundsTest, "DirectiveUtilities.EditorActorSubsystemBoundsTests", EAutomationTestFlags::EditorContext | EAutomationTestFlags::EngineFilter)
|
||
|
|
|
||
|
|
bool FDirectiveUtilEditorActorSubsystemBoundsTest::RunTest(const FString& Parameters)
|
||
|
|
{
|
||
|
|
UWorld* World = UWorld::CreateWorld(EWorldType::Editor, false);
|
||
|
|
if (!World)
|
||
|
|
{
|
||
|
|
AddError(TEXT("Failed to create a transient world for the bounds test."));
|
||
|
|
return false;
|
||
|
|
}
|
||
|
|
FWorldContext& WorldContext = GEngine->CreateNewWorldContext(EWorldType::Editor);
|
||
|
|
WorldContext.SetCurrentWorld(World);
|
||
|
|
|
||
|
|
auto SpawnPoint = [World](const FVector& Location, const FVector& Scale) -> AActor*
|
||
|
|
{
|
||
|
|
AActor* Actor = World->SpawnActor<AActor>();
|
||
|
|
USceneComponent* Root = NewObject<USceneComponent>(Actor);
|
||
|
|
Actor->SetRootComponent(Root);
|
||
|
|
Root->RegisterComponent();
|
||
|
|
Actor->SetActorScale3D(Scale);
|
||
|
|
Actor->SetActorLocation(Location);
|
||
|
|
return Actor;
|
||
|
|
};
|
||
|
|
|
||
|
|
// Axis-aligned box of extent 100 at the origin.
|
||
|
|
AActor* BoxActor = World->SpawnActor<AActor>();
|
||
|
|
USceneComponent* BoxRoot = NewObject<USceneComponent>(BoxActor);
|
||
|
|
BoxActor->SetRootComponent(BoxRoot);
|
||
|
|
BoxRoot->RegisterComponent();
|
||
|
|
UBoxComponent* Box = NewObject<UBoxComponent>(BoxActor);
|
||
|
|
Box->SetupAttachment(BoxRoot);
|
||
|
|
Box->RegisterComponent();
|
||
|
|
Box->SetBoxExtent(FVector(100.0f, 100.0f, 100.0f));
|
||
|
|
|
||
|
|
// Point well inside the box, on an actor scaled to 0.1. The previous code multiplied the box
|
||
|
|
// extent by the queried actor's scale and would wrongly report this as outside.
|
||
|
|
TestTrue("Box: point inside is detected regardless of the queried actor's scale",
|
||
|
|
UDirectiveUtilEditorActorSubsystem::IsActorWithinBoxBounds(SpawnPoint(FVector(50.0f, 50.0f, 50.0f), FVector(0.1f)), Box));
|
||
|
|
TestFalse("Box: point beyond the extent is rejected",
|
||
|
|
UDirectiveUtilEditorActorSubsystem::IsActorWithinBoxBounds(SpawnPoint(FVector(250.0f, 0.0f, 0.0f), FVector::OneVector), Box));
|
||
|
|
|
||
|
|
// Capsule of radius 50 and half-height 100 at the origin.
|
||
|
|
AActor* CapsuleActor = World->SpawnActor<AActor>();
|
||
|
|
USceneComponent* CapsuleRoot = NewObject<USceneComponent>(CapsuleActor);
|
||
|
|
CapsuleActor->SetRootComponent(CapsuleRoot);
|
||
|
|
CapsuleRoot->RegisterComponent();
|
||
|
|
UCapsuleComponent* Capsule = NewObject<UCapsuleComponent>(CapsuleActor);
|
||
|
|
Capsule->SetupAttachment(CapsuleRoot);
|
||
|
|
Capsule->RegisterComponent();
|
||
|
|
Capsule->SetCapsuleSize(50.0f, 100.0f);
|
||
|
|
|
||
|
|
TestTrue("Capsule: point within the upper cap is detected",
|
||
|
|
UDirectiveUtilEditorActorSubsystem::IsActorWithinCapsuleBounds(SpawnPoint(FVector(0.0f, 0.0f, 90.0f), FVector::OneVector), Capsule));
|
||
|
|
TestTrue("Capsule: point within the radius is detected",
|
||
|
|
UDirectiveUtilEditorActorSubsystem::IsActorWithinCapsuleBounds(SpawnPoint(FVector(40.0f, 0.0f, 0.0f), FVector::OneVector), Capsule));
|
||
|
|
TestFalse("Capsule: point beyond the radius is rejected (not a broad sphere)",
|
||
|
|
UDirectiveUtilEditorActorSubsystem::IsActorWithinCapsuleBounds(SpawnPoint(FVector(60.0f, 0.0f, 0.0f), FVector::OneVector), Capsule));
|
||
|
|
TestFalse("Capsule: point beyond the end cap is rejected",
|
||
|
|
UDirectiveUtilEditorActorSubsystem::IsActorWithinCapsuleBounds(SpawnPoint(FVector(0.0f, 0.0f, 200.0f), FVector::OneVector), Capsule));
|
||
|
|
|
||
|
|
GEngine->DestroyWorldContext(World);
|
||
|
|
World->DestroyWorld(false);
|
||
|
|
|
||
|
|
return true;
|
||
|
|
}
|
||
|
|
|
||
|
|
#endif
|