Testing with Rider for Unreal Engine
Rider for Unreal Engine Preview is widely used by many game developers around the world. We have more than 32,000 people registered in the program and we’ve gotten very positive feedback from them. According to our survey of early previewers:
- 28.3% use it for all their work and personal projects
- 15.4% use it for all their work projects
- 44.3% use it for all their personal projects
81.7% of the respondents think that Rider for UE is much better than any other editor they have used before! We’re encouraged by the results and are happy to keep improving the product.
The majority of the users are impressed by the helpful integrations provided by Rider for Unreal Engine, like code completion and documentation for the Unreal Engine reflection specifiers and macros, integration with the Unreal Editor, Unreal Engine log, code visions showing Blueprints usages, and many others. Today we’re adding another piece to this game development puzzle – Unreal Engine Automation Testing framework support.
Unreal Engine tests running in Rider
To add tests to your game, there is an Unreal Engine testing framework built in (check out this 3rd party tutorial). Rider can now launch tests and show their results in the Unit Test tool window:
In this tool window you can review the results of the tests, reruns failed, and all or specific tests.
In the Unit Tests window, you can explore all the existing categories in the current solution. The categories are defined by the flags passed to the tests. Use Group By switcher to change the grouping in the tool window:
You can also run tests directly from the Unit Test tool window. Or from the Rider editor.You’ll see run icons in the left gutter near the test – click them to run the tests. These icons also show the status of the recently run tests:
Tests with EAutomationTestFlags::Disabled flag will stay disabled in Rider, and will be marked with the corresponding Ignored symbol. Inconclusive tests are aborted tests, or other tests which were started but Rider could not read the test runner output.
Configuration and known issues
Engine tests work without any additional configuration. To get Unreal Engine plugin tests running in Rider, you need to:
- Index plugins by enabling Index plugins setting in Languages & Frameworks | C++ | Unreal Engine.
- Reference the plugin that includes the tests in the .uproject file.
Later, we plan to improve the UX and show a warning in this case (RIDER-68729).
There are a few known issues that are worth mentioning here:
- Tests only work in Rider on Windows – tests on macOS are not yet supported (RIDER-68429).
- Since StressFilter is ignored by Unreal Engine, Rider doesn’t support stress tests.
- Tests with the “
‘“ symbol are not supported in Rider. This will also be resolved on the Unreal Engine side.
- Tests that don’t comply with current solution configuration will fail (RIDER-68730). For example, tests with “ClientContext” will fail to run when the “DebugGame Editor” configuration is selected.
Your Rider team
The Drive to Develop
Subscribe to Blog updates
Thanks, we've got you!
A Second Set of Bug Fixes: ReSharper 2023.2.2 and Rider 2023.2.2 Are Here!
ReSharper and Rider have just received their second set of bug-fix updates for the 2023.2 release! Let’s take a look at the most important issues that have been resolved in this update. ReSharper For the full list of resolved issues, please refer to our issue tracker. …
ReSharper 2023.3 Early Access Program Begins!
Hello everyone, The Early Access Program for ReSharper 2023.3 has started! Before you download the first EAP build, let’s take a look at what is in store for you. Working with aliases With this first EAP build, we are introducing support for C# 12’s ability for alias directives to refer…
Rider Kicks Off the Early Access Program for the 2023.3 Release!
The Early Access Program for Rider 2023.3 has just begun with the release of the Rider 2023.3 EAP 1 build. There are several ways to get your hands on it: Download and install them from our website. Use the Toolbox App. Install this snap package from the SnapCraft store if you’re using a c…
ReSharper 2023.3 Roadmap
The next Early Access Program (EAP) for ReSharper version 2023.3 is right around the corner, so it’s high time to let you know what we’ll be working on in the coming months. This roadmap is just a preliminary plan and may be adjusted depending on our priorities and resources as well as changes in…