unreal-automation-system
Author and run Unreal Engine's Automation Test Framework - Epic's C++ test framework for UE 4.x / 5.x, documented at dev.epicgames.com/documentation/en-us/unreal-engine. Covers the five test categories Epic defines (Unit / Feature / Smoke / Content Stress / Screenshot Comparison), the IMPLEMENT_SIMPLE_AUTOMATION_TEST and IMPLEMENT_COMPLEX_AUTOMATION_TEST macros, the BDD-style Automation Spec API (DEFINE_SPEC / BEGIN_DEFINE_SPEC / Describe / It / BeforeEach / LatentIt / xIt), latent commands (ADD_LATENT_AUTOMATION_COMMAND), the Automation Driver for UI input simulation (IAutomationDriverModule::Get().CreateDriver(), By::Id / By::Path locators), running via Session Frontend (Window > Test Automation) and command line (-ExecCmds="Automation RunTests …"), and CI integration. Use when the unit under test is C++ Unreal code that needs the UE runtime, editor, or UMG UI surface.
unreal-automation-system
Overview
This skill wraps the C++ Automation Test Framework (UE 4.x / 5.x) plus the two most commonly composed sub-systems. Per Epic's Automation Test Framework documentation, the framework spans five test categories (Unit, Feature, Smoke, Content Stress, Screenshot Comparison) and supports multiple authoring styles (traditional, BDD Spec, UI Driver, Functional, Python / Blueprint).
Composes with:
When to use
For Python / Blueprint editor tests outside C++, see Editor Automation in Unreal Engine. For end-to-end pipeline / build-farm orchestration, use Gauntlet on top of the framework this skill covers.
Authoring
Test categories and flags
Per the Automation Test Framework page, Epic's five categories are:
| Category | Purpose |
|---|---|
| Unit | "API level verification tests." |
| Feature | "System-level tests that verify such things as PIE, in-game stats, and changing resolution." |
| Smoke | Tests that "complete within 1 second" and run automatically. |
| Content Stress | "More thorough testing of a particular system to avoid crashes." |
| Screenshot Comparison | For comparing renders "between versions or builds". |
Each test declares flags from EAutomationTestFlags that mix:
Typical combo for a product-level test runnable in editor / client / server contexts: EAutomationTestFlags::ProductFilter | EAutomationTestFlags::ApplicationContextMask.
Simple automation test
Per Automation Test Framework documentation, the canonical macro pair is IMPLEMENT_SIMPLE_AUTOMATION_TEST + RunTest:
#include "Misc/AutomationTest.h"
IMPLEMENT_SIMPLE_AUTOMATION_TEST(
FHealthComponentDamageTest,
"MyGame.Health.Damage_DeductsCorrectAmount",
EAutomationTestFlags::ProductFilter |
EAutomationTestFlags::ApplicationContextMask)
bool FHealthComponentDamageTest::RunTest(const FString& Parameters)
{
UHealthComponent* Health = NewObject<UHealthComponent>();
Health->Initialize(/* MaxHealth */ 100.f);
Health->ApplyDamage(35.f);
TestEqual(TEXT("Current HP after 35 damage"),
Health->GetCurrent(),
65.f);
return true;
}Naming convention: the second macro argument ("MyGame.Health.Damage_…") is the test path shown in the Session Frontend. Dot-separated segments build a tree.
Complex automation test (data-driven)
IMPLEMENT_COMPLEX_AUTOMATION_TEST generates a sub-test per row returned from GetTests:
IMPLEMENT_COMPLEX_AUTOMATION_TEST(
FAllAssetsLoadCleanlyTest,
"MyGame.Assets.LoadCleanly",
EAutomationTestFlags::ProductFilter |
EAutomationTestFlags::ApplicationContextMask)
void FAllAssetsLoadCleanlyTest::GetTests(
TArray<FString>& OutBeautifiedNames,
TArray<FString>& OutTestCommands) const
{
// Enumerate every .uasset under /Game/Characters
// and emit one sub-test per asset path.
}
bool FAllAssetsLoadCleanlyTest::RunTest(const FString& Parameters)
{
// Parameters is the row from GetTests.
UObject* Loaded = StaticLoadObject(UObject::StaticClass(),
nullptr, *Parameters);
return TestNotNull(TEXT("Asset loaded"), Loaded);
}Latent commands
For tests that must span multiple frames, use ADD_LATENT_AUTOMATION_COMMAND to chain commands that yield back to the engine tick loop:
ADD_LATENT_AUTOMATION_COMMAND(
FEngineWaitLatentCommand(/* Seconds */ 2.0f));Custom latent commands derive from IAutomationLatentCommand and override Update() (returns true when complete).
Automation Spec (BDD style)
Per the Automation Spec documentation, specs are "built following the Behavior Driven Design (BDD) methodology" and use Describe / It / BeforeEach / AfterEach instead of one RunTest body. Spec files use .spec.cpp extension.
Simple spec:
DEFINE_SPEC(
FInventorySpec,
"MyGame.Inventory",
EAutomationTestFlags::ProductFilter |
EAutomationTestFlags::ApplicationContextMask)
void FInventorySpec::Define()
{
Describe("AddItem", [this]()
{
It("should increase count by the stack amount", [this]()
{
FInventory Inv;
Inv.AddItem(EItem::Potion, /* Count */ 3);
TestEqual(TEXT("Potion count"),
Inv.GetCount(EItem::Potion),
3);
});
It("should reject items past max stack", [this]()
{
FInventory Inv;
const bool bOk = Inv.AddItem(EItem::Potion, 999);
TestFalse(TEXT("Over-cap add rejected"), bOk);
});
});
}Per the same docs, It() descriptions should "start with 'should'" so the runner output reads as full sentences ("Inventory AddItem should increase count by the stack amount").
For specs with shared state, use BEGIN_DEFINE_SPEC / END_DEFINE_SPEC:
BEGIN_DEFINE_SPEC(
FBackendSpec,
"MyGame.Backend",
EAutomationTestFlags::ProductFilter |
EAutomationTestFlags::ApplicationContextMask)
TSharedPtr<FMyBackendClient> Client;
END_DEFINE_SPEC(FBackendSpec)
void FBackendSpec::Define()
{
BeforeEach([this]()
{
Client = MakeShared<FMyBackendClient>();
});
LatentIt("should return items asynchronously",
[this](const FDoneDelegate& Done)
{
Client->QueryItemsAsync([Done](const TArray<FItem>& Items)
{
// assert on Items here, then signal completion
Done.Execute();
});
});
}LatentIt (per the Automation Spec docs) gives the test a FDoneDelegate it must invoke when the async work has finished - Unreal's analogue of a Promise / future-based test.
Disabling: prefix the spec function with x (xIt(…), xDescribe(…)) per the same docs.
Automation Driver (UI input simulation)
Per the Automation Driver documentation, Automation Driver "enabling programmers to simulate user input … cursor movement, clicks, pressing, typing, scrolling, drag-and-drop, and more". It pairs with Automation Spec; the synchronous Driver API cannot run on the GameThread so the test must execute on a ThreadPool context.
Pattern (paraphrased from the same page):
BEGIN_DEFINE_SPEC(FMenuDriverSpec,
"MyGame.Menu.Driver",
EAutomationTestFlags::ProductFilter |
EAutomationTestFlags::ApplicationContextMask)
FAutomationDriverPtr Driver;
END_DEFINE_SPEC(FMenuDriverSpec)
void FMenuDriverSpec::Define()
{
BeforeEach(EAsyncExecution::TaskGraphMainThread, [this]()
{
IAutomationDriverModule::Get().Enable();
Driver = IAutomationDriverModule::Get().CreateDriver();
});
It("Submit button should close the menu",
EAsyncExecution::ThreadPool, [this]()
{
FDriverElementRef Submit = Driver->FindElement(
By::Id("SubmitButton"));
Submit->Click();
// assert menu state changed …
});
AfterEach(EAsyncExecution::TaskGraphMainThread, [this]()
{
IAutomationDriverModule::Get().Disable();
});
}Locator hierarchy (per the Automation Driver page):
| Locator | When | Caveat |
|---|---|---|
By::Id("SubmitButton") | Most reliable | Requires explicit metadata tagging on the widget |
By::Path("…") | Powerful | "Brittle" per the docs - depends on widget hierarchy |
By::Cursor() | Returns widget under cursor | Mainly for hover tests |
By::Delegate(…) | Custom lambda discovery | Power-user fallback |
FindElement returns a FDriverElementRef; actions like Click(), Type(), TypeChord() are exposed on the element. "All Automation Driver actions automatically wait the configured ImplicitWait timespan for any dependent scenarios" per the same page.
Running
Session Frontend (Editor)
Per the Automation Test Framework documentation, open Window → Test Automation (or equivalent Session Frontend) inside the Editor. Tests appear as a tree keyed on the test path (the dot-separated string from the test macro). Click Run Tests for selected leaves; results show pass / fail
Command line
Run tests from the command line by launching the editor / commandlet with -ExecCmds:
UnrealEditor-Cmd.exe MyGame.uproject \
-ExecCmds="Automation RunTests MyGame.Inventory; Quit" \
-unattended -nopause -testexit="Automation Test Queue Empty" \
-ReportOutputPath="artifacts/automation" \
-logVariants:
On Windows the editor binary is UnrealEditor-Cmd.exe; on macOS / Linux the launcher script is UnrealEditor with the same flags.
Gauntlet for build-farm runs
For full build-and-test pipelines (deploy a packaged build to a target devkit, run automation, collect artifacts), the next layer up is Gauntlet (Unreal's automation harness referenced on the Automation Test Framework page). Out of scope for this skill - gauntlet wraps the same Automation RunTests command-line surface internally.
Parsing results
The -ReportOutputPath directory contains a JSON index.json plus per-test JSON / HTML detail. Top-level shape:
{
"devices": [{
"deviceName": "WindowsEditor",
"instance": "WindowsEditor"
}],
"reportCreatedOn": "2026-05-21T10:33:00Z",
"succeeded": 38,
"failed": 1,
"succeededWithWarnings": 2,
"notRun": 0,
"totalDuration": 142.7,
"tests": [
{
"fullTestPath": "MyGame.Inventory.AddItem should increase count by the stack amount",
"testDisplayName": "should increase count by the stack amount",
"state": "Success",
"entries": [/* per-step log entries */]
},
{
"fullTestPath": "MyGame.Inventory.AddItem should reject items past max stack",
"state": "Fail",
"entries": [/* assertion failure detail */]
}
]
}(Field names paraphrased from observed Unreal output; the precise schema ships with the engine version under Engine/Source/Runtime/AutomationController/. For CI gating, treat any "state": "Fail" as a failed build.)
There is no public common exit code; parse the JSON or scrape the log for LogAutomationController: Display: Test ...: Result: Fail lines.
CI integration
GitHub Actions example (paraphrased from common Unreal CI patterns; Unreal CI itself is documented inside the editor SDK):
jobs:
unreal-automation:
runs-on: windows-2022
steps:
- uses: actions/checkout@v4
with:
lfs: true
- name: Run automation tests
shell: pwsh
run: |
$UE = "C:\Program Files\Epic Games\UE_5.4\Engine\Binaries\Win64\UnrealEditor-Cmd.exe"
& $UE "$PWD\MyGame.uproject" `
-ExecCmds="Automation RunTests MyGame; Quit" `
-unattended -nopause `
-testexit="Automation Test Queue Empty" `
-ReportOutputPath="$PWD\artifacts\automation" `
-log
- uses: actions/upload-artifact@v4
if: always()
with:
name: automation-report
path: artifacts/automationCI pipelines typically split the test run into:
For a sketch of how internal QA categories (game-test-categories-reference) map to Unreal's flags, see the category reference.
Anti-patterns
| Anti-pattern | Why it fails | Fix |
|---|---|---|
All tests as SmokeFilter | Smoke tests "complete within 1 second" per framework docs - long tests break the smoke contract | Use ProductFilter for tests > 1 s |
| Running Automation Driver on GameThread | API "cannot run on the GameThread" per Driver docs | Use EAsyncExecution::ThreadPool on the driver-using It |
Spec without It descriptions starting with "should" | Runner output reads poorly | Per Spec docs, start descriptions with "should" |
Trusting By::Path locators | "Brittle" per Driver docs | Prefer By::Id with tagged metadata |
Sleep-style waits in latent commands | Flaky under CI load | Use FDoneDelegate (LatentIt) or custom IAutomationLatentCommand::Update() polling |
Spec test file without .spec.cpp extension | Build system may not pick it up | Per Spec docs, use .spec.cpp suffix and no "Test" in filename |
Cloning non-thread-safe shared pointers in async It | Crash under threadpool | Per Driver docs, cache them on the test class |
No BeforeEach / AfterEach cleanup of IAutomationDriverModule | Driver state leaks between specs | Pair Enable() / Disable() calls in BeforeEach / AfterEach per Driver docs |