Tests
Automation tests under the Blendable filter, and why the blending ones matter more than they look.
The plugin ships 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's covered#
- Both claim ladders: priority ordering, replace-in-place, tie-breaks, and dead claimants dropping out
- The Sequencer subsystem's expiry, and
Release Allleaving nothing behind - Preset validation catching a mis-ordered ladder
- Blend completeness across every settings struct
The blending tests#
These are the ones worth knowing about, because they cover a failure that's almost invisible by inspection.
BlendedWith is written by hand, one line per property, across structs with well over a hundred of them. Leaving a property out doesn't fail loudly. The function starts with Out = *this, so anything you forget holds the source rig's value for the whole blend and then pops to the target's on the final frame. The symptom is 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. A second pass does the same for flags, checking each one switches at the midpoint in both directions.
If you add a property to a settings struct and forget the blend line, these fail and tell you which one. That's the entire point of them.