qa: scripted walk/reset/pause self-test, plus the reset bug it found
The three behaviours listed as "needs a human at the keyboard" are now verifiable headlessly with -qaselftest (core ticker, so pausing the game does not freeze the test that proves pause works): walk 761 cm in 2 s, Z steady 456 PASS reset 0 cm from spawn PASS pause IsGamePaused() = 1 PASS unpause IsGamePaused() = 0 PASS Writing the test found a real bug: ResetToStart() teleported to a StartLocation captured in BeginPlay, which is the mid-air PlayerStart (Z 600) rather than the ground (Z 456), so every reset dropped the player 1.4 m back into the air. StartLocation is now captured on the first grounded frame.
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@@ -10,6 +10,10 @@
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#include "InputMappingContext.h"
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#include "Engine/World.h"
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#include "TimerManager.h"
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#include "Containers/Ticker.h"
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#include "Kismet/GameplayStatics.h"
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#include "Misc/CommandLine.h"
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#include "Misc/Parse.h"
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AGigLineCharacter::AGigLineCharacter()
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{
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@@ -120,6 +124,31 @@ void AGigLineCharacter::BeginPlay()
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StartLocation = GetActorLocation();
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StartRotation = GetActorRotation();
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// The PlayerStart sits above grade so the capsule cannot spawn embedded, so
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// the BeginPlay position is mid-air. Re-capture once the pawn has landed,
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// otherwise Reset drops the player 1.4 m back into the air every press.
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// Repeat until the first grounded frame. A single late timer is wrong: it can
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// fire after the player (or the QA self-test) has already started walking,
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// which recorded a mid-stride position as "start".
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GetWorldTimerManager().SetTimer(SettleHandle, [this]()
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{
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if (bQATestWalking)
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{
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return; // keep waiting; the test walks almost immediately
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}
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if (const UCharacterMovementComponent* Mov = GetCharacterMovement())
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{
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if (Mov->IsMovingOnGround())
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{
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StartLocation = GetActorLocation();
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StartRotation = GetActorRotation();
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GetWorldTimerManager().ClearTimer(this->SettleHandle);
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UE_LOG(LogTemp, Log, TEXT("GigLine: start captured on ground at Z %.0f"),
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StartLocation.Z);
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}
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}
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}, 0.25f, true);
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// Force game input mode + focus + mouse capture so keyboard/mouse reach the
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// pawn regardless of window focus quirks.
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if (APlayerController* PC = Cast<APlayerController>(GetController()))
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@@ -167,6 +196,120 @@ void AGigLineCharacter::BeginPlay()
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bHit && Hit.GetActor() ? *Hit.GetActor()->GetActorLabel() : TEXT("none"));
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}
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}, 1.0f, true);
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if (FParse::Param(FCommandLine::Get(), TEXT("qaselftest")))
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{
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StartQASelfTest();
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}
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}
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void AGigLineCharacter::StartQASelfTest()
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{
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// Driven by a core ticker rather than a world timer on purpose: pausing the
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// game stops world timers, so a timer-based test would freeze the moment it
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// proved pause works.
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struct FQAState
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{
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float Elapsed = 0.0f;
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FVector Start = FVector::ZeroVector;
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FVector WalkEnd = FVector::ZeroVector;
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float Step = 0.0f;
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bool bWalkMoved = false;
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bool bResetReturned = false;
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bool bPausedOn = false;
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bool bUnpausedBack = false;
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};
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TSharedPtr<FQAState> State = MakeShared<FQAState>();
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State->Start = GetActorLocation();
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UE_LOG(LogTemp, Log, TEXT("GigLine QA: start XYZ=(%.0f,%.0f,%.0f)"),
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State->Start.X, State->Start.Y, State->Start.Z);
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FTSTicker::GetCoreTicker().AddTicker(FTickerDelegate::CreateWeakLambda(this,
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[this, State](float DeltaTime)
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{
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State->Elapsed += DeltaTime;
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const float E = State->Elapsed;
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// 1.0 - 3.0 s: hold forward. Reset sets the Step marker so each phase
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// runs exactly once without an ever-growing if-chain.
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if (E >= 1.0f && State->Step < 1.0f)
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{
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State->Step = 1.0f;
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// Measure from the settled position, not the mid-air spawn point.
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State->Start = GetActorLocation();
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UE_LOG(LogTemp, Log, TEXT("GigLine QA: settled XYZ=(%.0f,%.0f,%.0f)"),
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State->Start.X, State->Start.Y, State->Start.Z);
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bQATestWalking = true;
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}
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if (bQATestWalking)
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{
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AddMovementInput(GetActorForwardVector(), 1.0f);
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}
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// 3.0: stop and measure.
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if (E >= 3.0f && State->Step < 2.0f)
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{
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State->Step = 2.0f;
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bQATestWalking = false;
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State->WalkEnd = GetActorLocation();
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const float Walked = FVector::Dist2D(State->Start, State->WalkEnd);
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State->bWalkMoved = Walked > 200.0f; // >2 m in 2 s at 4 m/s
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UE_LOG(LogTemp, Log,
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TEXT("GigLine QA: walk moved %.0f cm in 2 s -> %s (Z %.0f -> %.0f)"),
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Walked, State->bWalkMoved ? TEXT("PASS") : TEXT("FAIL"),
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State->Start.Z, State->WalkEnd.Z);
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}
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// 3.5: reset should return to the spawn point.
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if (E >= 3.5f && State->Step < 3.0f)
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{
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State->Step = 3.0f;
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ResetToStart();
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}
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if (E >= 4.0f && State->Step < 4.0f)
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{
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State->Step = 4.0f;
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const float Back = FVector::Dist(State->Start, GetActorLocation());
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State->bResetReturned = Back < 100.0f;
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UE_LOG(LogTemp, Log, TEXT("GigLine QA: reset returned %.0f cm from spawn -> %s"),
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Back, State->bResetReturned ? TEXT("PASS") : TEXT("FAIL"));
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}
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// 4.5: pause, then confirm the world actually stopped.
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if (E >= 4.5f && State->Step < 5.0f)
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{
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State->Step = 5.0f;
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TogglePause();
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State->bPausedOn = UGameplayStatics::IsGamePaused(this);
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UE_LOG(LogTemp, Log, TEXT("GigLine QA: pause -> paused=%d %s"),
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State->bPausedOn ? 1 : 0, State->bPausedOn ? TEXT("PASS") : TEXT("FAIL"));
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}
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// 5.5: unpause and confirm it comes back.
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if (E >= 5.5f && State->Step < 6.0f)
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{
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State->Step = 6.0f;
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TogglePause();
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State->bUnpausedBack = !UGameplayStatics::IsGamePaused(this);
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UE_LOG(LogTemp, Log, TEXT("GigLine QA: unpause -> paused=%d %s"),
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UGameplayStatics::IsGamePaused(this) ? 1 : 0,
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State->bUnpausedBack ? TEXT("PASS") : TEXT("FAIL"));
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}
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// 6.0: verdict, then stop ticking.
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if (E >= 6.0f)
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{
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const bool bAllPass = State->bWalkMoved && State->bResetReturned
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&& State->bPausedOn && State->bUnpausedBack;
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UE_LOG(LogTemp, Log, TEXT("GigLine QA: RESULT walk=%d reset=%d pause=%d unpause=%d -> %s"),
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State->bWalkMoved ? 1 : 0, State->bResetReturned ? 1 : 0,
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State->bPausedOn ? 1 : 0, State->bUnpausedBack ? 1 : 0,
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bAllPass ? TEXT("PASS") : TEXT("FAIL"));
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return false;
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}
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return true;
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}));
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}
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void AGigLineCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
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@@ -38,6 +38,22 @@ protected:
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void ResetToStart();
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void TogglePause();
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/**
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* TEMP QA: scripted walk / reset / pause verification.
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*
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* Enabled only by the `-qaselftest` command-line switch, so it never runs in
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* normal play. It exists because those three behaviours were listed as
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* "needs a human at the keyboard" and a repeatable headless check beats
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* waiting for one.
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*/
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void StartQASelfTest();
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/** Set while the self-test is driving forward input. */
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bool bQATestWalking = false;
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/** Repeating timer that captures StartLocation on first ground contact. */
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FTimerHandle SettleHandle;
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/** Where the player started, so reset returns there rather than the origin. */
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UPROPERTY()
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FVector StartLocation = FVector::ZeroVector;
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