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SentryKnown publishergetsentry/sentry-unreal/.claude/skills/ue-unit-test/SKILL.md

ue-unit-test

Skill176 starsChanged 4 months agoMITView on GitHub

Run Sentry unit tests via Unreal automation

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
  1. Distinctive:

    Run Sentry unit tests via Unreal Engine automation framework.

    line 6
  2. Very specific:

    Check the UNREAL_ENGINE_ROOT environment variable (use PowerShell .NET method on Windows: …

    line 10
  3. Very specific:

    If the report is missing or the run crashed, check sample/Saved/Logs/ for the root cause.

    line 57

≈ “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.

Keep what fits and drop the rest. Your version, ready for your agents.
Files
SKILL.md

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.

  1. Check the UNREAL_ENGINE_ROOT environment variable (use PowerShell .NET method on Windows: [System.Environment]::GetEnvironmentVariable('UNREAL_ENGINE_ROOT')). If unset or the path doesn't exist, ask the user for the engine path.
  2. Determine the engine version by reading the EngineAssociation field in sample/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 OSUE5 binary pathUE4 binary path
WindowsEngine/Binaries/Win64/UnrealEditor-Cmd.exeEngine/Binaries/Win64/UE4Editor-Cmd.exe
macOSEngine/Binaries/Mac/UnrealEditor-CmdEngine/Binaries/Mac/UE4Editor-Cmd
LinuxEngine/Binaries/Linux/UnrealEditor-CmdEngine/Binaries/Linux/UE4Editor-Cmd
  1. 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 -NullRHI

The test run can take longer than the default command timeout — run it in the background and monitor its output, or raise the timeout accordingly.

  1. 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.json instead:

    • Summarize the number of passed and failed tests (succeeded / failed counts).
    • 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.

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