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Ue Automation And Testing

Community
kevinpbuckley
ue-automation-and-testing

Write and run automated tests for Unreal Engine projects — simple/complex automation tests (IMPLEMENT_SIMPLE_AUTOMATION_TEST, IMPLEMENT_COMPLEX_AUTOMATION_TEST), BDD-style Spec tests (DEFINE_SPEC, BEGIN_DEFINE_SPEC, Describe/It/BeforeEach/AfterEach), functional in-level tests (AFunctionalTest), low-level tests (Catch2-based LLTs), latent/async commands, EAutomationTestFlags, FAutomationTestBase assertion API (TestTrue/TestEqual/TestNotNull/AddError), and running tests from the editor, CLI, or CI. Use when writing unit or integration tests for gameplay logic or systems, setting up headless CI test runs, verifying data/content, or catching regressions.

Overview

Publisherkevinpbuckley
Repositoryunreal-engine-skills
Skill nameue-automation-and-testing
Stars
89
Forks
9
Bundled files
4
Links
  • Markdown instructions

    A SKILL.md file the model loads on demand, so it only costs tokens when a request actually matches.

  • Works with any LLM

    AI skills are plain Markdown, not provider-specific code, so this works with GPT, Claude, Gemini, Grok, or a local model.

  • 4 bundled files

    Scripts, templates, and references the model can read while it works. Files are read-only and never executed.

  • Open source

    Published by kevinpbuckley on GitHub. Read the source before you install it.

Installation

Install the Ue Automation And Testing AI skill in TypingMind to use it with any LLM, or drop it into another agent that reads SKILL.md.

1

Install in TypingMind

TypingMind installs a skill straight from its GitHub folder — it reads SKILL.md, bundles the resource files, and stores the result locally.

  1. Open the app and go to Plugins → Skills.
  2. Choose "Install from GitHub".
  3. Paste the skill folder URL below and confirm.
    https://github.com/kevinpbuckley/unreal-engine-skills/tree/master/skills/core/ue-automation-and-testing
  4. Enable the skill in any chat where you want it available.
Plugins → Skills → Add skill → From GitHub URL, then paste the folder URL and press Continue.
2

Install in another agent

Any agent that reads the Agent Skills format can use this skill — copy the folder into that agent's skills directory.

Claude Code — .claude/skills
git clone --depth 1 https://github.com/kevinpbuckley/unreal-engine-skills.git /tmp/unreal-engine-skills
mkdir -p .claude/skills
cp -r /tmp/unreal-engine-skills/skills/core/ue-automation-and-testing .claude/skills/ue-automation-and-testing
Restart Claude Code after copying so it picks up the new skill.

Use it in TypingMind

Enable Ue Automation And Testing in any TypingMind chat and the model takes it from there. Its name and description sit in the system prompt, and the moment a request matches, the model loads the full instructions itself — you never invoke it by hand, and it costs no tokens until it is actually used.

The model loads Ue Automation And Testing on its own as soon as a request matches it.

Works with any AI model

AI skills are plain Markdown instructions rather than provider-specific code, so Ue Automation And Testing is not tied to the model it was written for. Install it once in TypingMind and use it with GPT-5, Claude, Gemini, Grok, DeepSeek, Mistral, Llama, or a local model you run yourself — all on your own API keys.

  • Loaded only when it is needed

    The system prompt carries just the name and description. The instructions are fetched on the first matching request, so an idle skill costs nothing.

  • Switch models mid-chat

    Because the skill is instructions rather than code, changing model does not break it — the next model reads the same SKILL.md.

Skill instructions

This is the SKILL.md content the model loads. Read it before installing — a skill is instructions your model will follow.

Automation & testing

Unreal has a layered test ecosystem. Each layer trades world setup cost against richness:

LayerRunsBest for
Low-level tests (LLT)thin process, no editor/gamepure C++ module logic, fastest CI
Simple automation testeditor or commandletunit/feature tests, no world required
Complex automation testeditor or commandletsame code over many inputs (content stress)
Spec (DEFINE_SPEC)editor or commandletBDD-style behavior docs, latent/async scenarios
Functional test (AFunctionalTest)full world in a test levelgameplay integration, AI, abilities
Gauntletfull device sessionslarge-scale, perf, device/platform testing

When to use this skill

  • Writing C++ unit or integration tests for game systems (damage, inventory, save data).
  • Expressing multi-case behavior specs that should read like documentation.
  • Testing gameplay mechanics that require actors, physics, or a running world.
  • Running tests headless in CI on every commit.
  • Reaching devices or larger sessions via Gauntlet.

Mental model

Tests live outside UObject reflection — they are not Blueprints-visible. The FAutomationTestBase base class provides the assertion API (TestTrue, TestEqual, …) and is instantiated once as a global at startup. RunTest must return true; use the assertion methods rather than check/ensure so failures record cleanly instead of crashing.

EAutomationTestFlags controls two orthogonal dimensions: context (where the test can run: EditorContext, ClientContext, ServerContext, CommandletContext, ProgramContext) and filter (which CI bucket: SmokeFilter, EngineFilter, ProductFilter, PerfFilter, StressFilter). Every test must specify at least one context and one filter.

Simple automation test

cpp
// Private/Tests/DamageTest.cpp
#include "Misc/AutomationTest.h"

IMPLEMENT_SIMPLE_AUTOMATION_TEST(FDamageMathTest, "MyGame.Combat.DamageMath",
    EAutomationTestFlags::EditorContext | EAutomationTestFlags::EngineFilter)

bool FDamageMathTest::RunTest(const FString& Parameters)
{
    const float Result = ComputeDamage(100.f, 0.5f);
    TestEqual(TEXT("Half damage"), Result, 50.f);
    TestTrue(TEXT("Non-negative"), Result >= 0.f);
    return true;   // returning false also marks the test failed
}

Key rules:

  • Place tests in Private/Tests/ of the relevant module; name the file <ClassFilename>Test.cpp.
  • The dotted path string ("MyGame.Combat.DamageMath") is what the browser and command-line filter use.
  • Always combine a context flag and a filter flag with |.
  • Add "AutomationController" and "AutomationUtils" to PrivateDependencyModuleNames in your Build.cs if you need automation utilities.

Complex automation test

Complex tests run the same RunTest body over a set of inputs provided by GetTests. Use them for content stress (load all maps, compile all Blueprints):

cpp
IMPLEMENT_COMPLEX_AUTOMATION_TEST(FLoadAllMapsTest, "MyGame.Maps.LoadAll",
    EAutomationTestFlags::EditorContext | EAutomationTestFlags::ProductFilter)

void FLoadAllMapsTest::GetTests(TArray<FString>& OutBeautifiedNames,
                                TArray<FString>& OutTestCommands) const
{
    // populate OutBeautifiedNames and OutTestCommands in parallel
}

bool FLoadAllMapsTest::RunTest(const FString& Parameters)
{
    // Parameters is one entry from OutTestCommands
    return true;
}

Spec style (BDD)

Specs express behavior in Describe/It blocks with scoped BeforeEach/AfterEach setup. Each It becomes an independently runnable test. Use BEGIN_DEFINE_SPEC to add member variables; DEFINE_SPEC when the class body can stay empty.

cpp
BEGIN_DEFINE_SPEC(FInventorySpec, "MyGame.Inventory",
    EAutomationTestFlags::EditorContext | EAutomationTestFlags::ProductFilter)
    TSharedPtr<FInventorySystem> Inv;
END_DEFINE_SPEC(FInventorySpec)

void FInventorySpec::Define()
{
    BeforeEach([this]()
    {
        Inv = MakeShared<FInventorySystem>();
    });

    Describe("AddItem", [this]()
    {
        It("should increase count by one", [this]()
        {
            Inv->AddItem(TEXT("Sword"), 1);
            TestEqual(TEXT("Count"), Inv->GetCount(TEXT("Sword")), 1);
        });

        It("should reject a stack over the limit", [this]()
        {
            TestFalse(TEXT("Over limit"),
                Inv->AddItem(TEXT("Arrows"), 9999));
        });
    });

    AfterEach([this]() { Inv.Reset(); });
}
  • Name spec files <FeatureName>.spec.cpp — not *Test.cpp.
  • xDescribe / xIt disable a block without deleting it.
  • Use LatentIt / LatentBeforeEach when a test step spans multiple frames (passes a FDoneDelegate).
  • Pass EAsyncExecution::TaskGraph / ::ThreadPool to It / BeforeEach to control which thread each block runs on.

See references/spec-and-latent-commands.md for BeforeEach scoping, parameterized tests, async/latent patterns, and Redefine.

Functional tests (in a level)

AFunctionalTest is a UCLASS actor placed in a dedicated test map. The automation runner discovers it through the Functional Testing Editor plugin, starts each actor, and collects results.

Override the key virtual functions in a C++ child class:

cpp
// MyFunctionalTest.h
UCLASS()
class MYGAME_API AMyFunctionalTest : public AFunctionalTest
{
    GENERATED_BODY()
protected:
    virtual void PrepareTest() override;      // start async setup (streaming, server)
    virtual bool IsReady_Implementation();    // return false while still loading
    virtual void StartTest();                 // main test body
};
cpp
// MyFunctionalTest.cpp — inside StartTest:
void AMyFunctionalTest::StartTest()
{
    AMyActor* Target = Cast<AMyActor>(FindActorByTag(TEXT("Target")));
    AssertIsValid(Target, TEXT("Target actor found"));
    AssertTrue(Target->Health > 0.f, TEXT("Target is alive"));
    FinishTest(EFunctionalTestResult::Succeeded, TEXT("OK"));
}

Important:

  • FinishTest must be called or the test times out. Set TimeLimit in the actor's details to bound CI runs.
  • Use AssertTrue / AssertIsValid / AssertEqual_Float (the functional-test assert family from AFunctionalTest) rather than the FAutomationTestBase macros.
  • Register spawned actors with AddActorToDestroyOnTestEnd so cleanup is automatic.

See references/functional-tests.md for PrepareTest and IsReady patterns, Ground Truth Data, and Blueprint functional test setup.

Low-level tests (Catch2 / LLT)

LLTs compile a separate thin executable per module using Catch2 — no editor, no game framework — giving the fastest possible CI iteration for module-internal logic. They live in a Tests/ directory alongside the module and require a dedicated <Module>Tests.Target.cs build target. See the official doc and Developer/LowLevelTestsRunner/ for the runner harness.

cpp
#include "TestHarness.h"   // Developer/LowLevelTestsRunner/Public/TestHarness.h

TEST_CASE("MyModule / FormatFString / basic substitution", "[smoke]")
{
    FString Out = FString::Printf(TEXT("v=%d"), 42);
    CHECK(Out == TEXT("v=42"));
}

LLTs are the right choice when your logic has no UObject or world dependency and you want sub-second CI feedback. See references/low-level-tests.md for target setup and build invocation.

Assertion reference

FAutomationTestBase assertions (all record failures without stopping execution unless you return false or call UE_RETURN_ON_ERROR):

AssertionNotes
TestTrue(What, Expr)fails if Expr is false
TestFalse(What, Expr)fails if Expr is true
TestEqual(What, Actual, Expected)float/double overloads accept a Tolerance
TestNotNull(What, Ptr)fails if pointer is null
TestNull(What, Ptr)fails if pointer is non-null
TestValid(What, Value)TWeakObjectPtr / TOptional validity
AddError(Message)unconditional failure record
AddWarning(Message)non-failing annotation
UE_RETURN_ON_ERROR(Cond, Msg)record error and return false if condition fails

Running tests

Editor: Tools → Test Automation → Automation tab → select tests → Start Tests.

Command line / CI (headless):

UnrealEditor-Cmd.exe MyProject.uproject
  -ExecCmds="Automation RunTest MyGame.Combat;Quit"
  -unattended -nopause -nullrhi
  -ReportExportPath="TestResults/"

Flags:

  • -ExecCmds="Automation RunTest <filter>" — dotted prefix runs all tests under it.
  • -ExecCmds="Automation RunTest Group:MyGroup;Quit" — named test group (configured via AutomationTestGroup in DefaultEngine.ini).
  • -ReportExportPath — writes JSON + HTML for a report server.
  • -ResumeRunTest — resume an interrupted run from a saved JSON report.

Parse the exit code and log for pass/fail in your CI pipeline. A non-zero exit code indicates test failures when -unattended is set.

Gotchas

  • Missing both a context and a filter flag → the test never appears in the browser.
  • Using check/ensure instead of TestTrue/AddError → crashes the whole run instead of recording a failure.
  • Functional test with no timeout → CI hangs indefinitely.
  • Non-deterministic tests (frame timing, RNG, network) → flaky; seed or mock inputs.
  • Spec variable capture inside Describe — local variables captured by lambda go out of scope before the It runs; capture this and use member variables.
  • Test module depends on the editor — tests that need WITH_EDITOR types must be placed in an Editor-category module; don't put them in Runtime.
  • AddErrorS / AddWarningS — deprecated since 5.4; use AddError / AddWarning.
  • TestEqualInsensitive — deprecated since 5.5; use TestEqual (strings are case-insensitive by default now).

Version notes

  • EAutomationTestFlags_ApplicationContextMask is a convenience constant combining all context flags; commonly used in specs: EAutomationTestFlags::ProductFilter | EAutomationTestFlags_ApplicationContextMask.
  • Priority flags (CriticalPriority, HighPriority, etc.) were added in UE5; they are optional but useful for CI triage.
  • Low-level tests (Catch2-based LLTs) are the recommended direction for new pure-logic tests added since UE 5.0. The FAutomationTestBase stack remains the right choice for tests that need the engine or editor context.

References & source material

Engine source (UE 5.8):

  • Runtime/Core/Public/Misc/AutomationTest.h — EAutomationTestFlags:88, FAutomationTestBase:1594, RunTest:2653, TestEqual:1985, TestFalse:2367, TestNull:2530, TestTrue:2603, FAutomationSpecBase:2899, Describe:2757, BeforeEach:2821, It:2789, IAutomationLatentCommand:525, DEFINE_LATENT_AUTOMATION_COMMAND:3796, ADD_LATENT_AUTOMATION_COMMAND:4087, IMPLEMENT_SIMPLE_AUTOMATION_TEST:4297, DEFINE_SPEC:4339, BEGIN_DEFINE_SPEC:4346.
  • Developer/FunctionalTesting/Classes/FunctionalTest.h — AFunctionalTest:249, FinishTest:678, PrepareTest:777, IsReady_Implementation:814, AddError:659.
  • Developer/LowLevelTestsRunner/Public/TestHarness.h — Catch2 bridge/harness header.
  • Developer/CQTest/ — CQTest module (TEST, TEST_CLASS, ASSERT_THAT macros).

Official docs (UE 5.8):

Deep-dive references in this skill:

Related skills: ue-logging-and-assertions, ue-debugging-techniques.

Bundled files

The model reads these on demand while the skill is loaded. They are exposed as readable files and are never executed.

Frequently asked questions

What does the Ue Automation And Testing AI skill do?

Write and run automated tests for Unreal Engine projects — simple/complex automation tests (IMPLEMENT_SIMPLE_AUTOMATION_TEST, IMPLEMENT_COMPLEX_AUTOMATION_TEST), BDD-style Spec tests (DEFINE_SPEC, BEGIN_DEFINE_SPEC, Describe/It/BeforeEach/AfterEach), functional in-level tests (AFunctionalTest), low-level tests (Catch2-based LLTs), latent/async commands, EAutomationTestFlags, FAutomationTestBase assertion API (TestTrue/TestEqual/TestNotNull/AddError), and running tests from the editor, CLI, or CI. Use when writing unit or integration tests for gameplay logic or systems, setting up headless C...

Why use Ue Automation And Testing on TypingMind?

Because you install it once and use it with any model. Ue Automation And Testing is plain Markdown rather than provider-specific code, so the same skill runs on GPT-5, Claude, Gemini, Grok, or a local model — and you can switch model mid-chat without it breaking. TypingMind runs on your own API keys, so you pay providers directly instead of a per-seat subscription, and your skills and chats stay in your own storage.

How do I install Ue Automation And Testing in TypingMind?

Open Plugins → Skills → Install from GitHub in TypingMind and paste https://github.com/kevinpbuckley/unreal-engine-skills/tree/master/skills/core/ue-automation-and-testing. TypingMind reads its SKILL.md and bundles its files and installs it as a skill you can enable per chat.

Which AI models can use Ue Automation And Testing?

Any model you connect in TypingMind. AI skills are plain Markdown instructions rather than provider-specific code, so GPT, Claude, Gemini, Grok, and local models can all load this skill when a request matches it.

How many AI models can I use with Ue Automation And Testing?

As many as you like. As long as a model supports skills, you can use Ue Automation And Testing with it — GPT, Claude, Gemini, Grok, DeepSeek, Mistral, Llama and more — all on TypingMind with your own API keys.

Is the Ue Automation And Testing AI skill free?

It is published on GitHub by kevinpbuckley. Check the repository for licensing terms. You only pay your own AI provider for the tokens you use.

What are AI skills?

An AI skill is a reusable instruction bundle that teaches an AI model how to do one specific task. It follows the open Agent Skills format: a SKILL.md file with a name and description, plus any scripts, templates or reference files the model may need. The model reads the instructions only when your request matches the skill, so an installed skill costs nothing until it is used.

How are AI skills different from plugins or MCP servers?

A plugin or MCP server gives a model new tools to call — code that runs somewhere and returns a result. An AI skill gives the model knowledge and process instead: how to approach a task, which steps to follow, what good output looks like. Skills are plain Markdown, so they need no server, no API key and no runtime, and they work with any model.

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