ue-unit-test
Skill176 starsChanged 4 months agoMITView on GitHub
Run Sentry unit tests via Unreal automation
In this repository5 other files it gives its agents.
- CLAUDE.mdCLAUDE.md
- build-depsSkill
- packSkill
- ue-buildSkill
- ue-integration-testSkill
The file
We split this skill into the rules it gives an agent
3 rules. About 0 are common, 1 is distinctive, and 2 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈1
Distinctive · estimate
This author's own choices. Worth a look.
2
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Distinctive: line 6
Run Sentry unit tests via Unreal Engine automation framework.
- Very specific: line 10
Check the UNREAL_ENGINE_ROOT environment variable (use PowerShell .NET method on Windows: …
- Very specific: line 57
If the report is missing or the run crashed, check sample/Saved/Logs/ for the root cause.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Run Sentry unit tests via Unreal Engine automation framework.
Prerequisite: the project must be built first (a compile-only editor build is sufficient). If unsure whether it's been built, ask the user. If not built, suggest running /ue-build first.
- Check the
UNREAL_ENGINE_ROOTenvironment variable (use PowerShell.NETmethod on Windows:[System.Environment]::GetEnvironmentVariable('UNREAL_ENGINE_ROOT')). If unset or the path doesn't exist, ask the user for the engine path. - Determine the engine version by reading the
EngineAssociationfield insample/SentryPlayground.uproject(e.g.,"EngineAssociation": "5.7"- UE5,"EngineAssociation": "4.27"- UE4). Select the headless editor binary based on host OS and engine version:
| Host OS | UE5 binary path | UE4 binary path |
| Windows | Engine/Binaries/Win64/UnrealEditor-Cmd.exe | Engine/Binaries/Win64/UE4Editor-Cmd.exe |
| macOS | Engine/Binaries/Mac/UnrealEditor-Cmd | Engine/Binaries/Mac/UE4Editor-Cmd |
| Linux | Engine/Binaries/Linux/UnrealEditor-Cmd | Engine/Binaries/Linux/UE4Editor-Cmd |
- Resolve the repo root and run the automation command:
REPO=$(git rev-parse --show-toplevel)
# Windows UE5
"$UNREAL_ENGINE_ROOT/Engine/Binaries/Win64/UnrealEditor-Cmd.exe" \
"$REPO/sample/SentryPlayground.uproject" \
-ReportExportPath="$REPO/sample/Saved/Automation" \
-ExecCmds="Automation RunTests Sentry;quit" \
-TestExit="Automation Test Queue Empty" \
-Unattended -NoPause -NoSplash -NullRHI
# macOS UE5
"$UNREAL_ENGINE_ROOT/Engine/Binaries/Mac/UnrealEditor-Cmd" \
"$REPO/sample/SentryPlayground.uproject" \
-ReportExportPath="$REPO/sample/Saved/Automation" \
-ExecCmds="Automation RunTests Sentry;quit" \
-TestExit="Automation Test Queue Empty" \
-Unattended -NoPause -NoSplash -NullRHI
# Linux UE5
"$UNREAL_ENGINE_ROOT/Engine/Binaries/Linux/UnrealEditor-Cmd" \
"$REPO/sample/SentryPlayground.uproject" \
-ReportExportPath="$REPO/sample/Saved/Automation" \
-ExecCmds="Automation RunTests Sentry;quit" \
-TestExit="Automation Test Queue Empty" \
-Unattended -NoPause -NoSplash -NullRHIThe test run can take longer than the default command timeout — run it in the background and monitor its output, or raise the timeout accordingly.
Report the results. The editor's exit code is not a reliable pass/fail signal for automation runs — read the report at
sample/Saved/Automation/index.jsoninstead:- Summarize the number of passed and failed tests (
succeeded/failedcounts). - For each failed test, report its full name and the error messages from its report entries.
If the report is missing or the run crashed, check
sample/Saved/Logs/for the root cause.- Summarize the number of passed and failed tests (
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