Tests
The automation tests that ship with the plugin, how to run them, and what they protect.
1.1 ships 41 automation tests. Run them from the Session Frontend under the Blendable filter, or from the command line:
UnrealEditor-Cmd.exe YourProject.uproject -ExecCmds="Automation RunTests Blendable" -unattended -nullrhi -nopauseWhat they cover#
- Claims: priority order, asking again replaces, ties, and claims that disappear with their owner
- Blending: every setting in every settings struct actually blends, and every switch flips at the midpoint
- Composition: shifts ramp, add up and cap; results blend across Rigs; pushed shifts apply and release; follow lag and its catch-up; the 1.0 to 1.1 conversion
- Collision: the camera arriving, gap centring, and the shot never being shown outside what collision approved
- Shakes: distance falloff, concurrency caps, sensible defaults, settings that blend
- Sequencer: everything expires by itself, and Release All leaves nothing behind
- Presets and tools: the claim order check, exposure staying opt-in, Asset Compare
Go deeperWhy the blending tests matter most
Blending two Rigs is written by hand, one line per setting, across structs with well over a hundred of them. Leaving a setting out doesn't fail loudly: the blend starts from a copy of the old Rig, so a missing line holds the old value for the whole blend and then pops to the new one on the last frame. You'd see a jolt at the end of an otherwise smooth transition, with nothing in the blend code to point at.
The tests fill two structs with different numbers, blend at exactly half, and report anything that didn't land in the middle, then do the same for switches. The first time they ran, they found fifteen missing lines, including both smoothing settings. Add a setting and forget its blend line, and they tell you which one.