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All in One Benchmark 1.0.0
Run Benchmarks in Unreal
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Benchmark system on an engine level that handles running multiple benchmarks in a shipped title based on command line. More...
#include <FtsBatchBenchmarkSubsystem.h>
Public Member Functions | |
| void | NotifyWorldBenchmarkBegunPlay (UFtsBenchmarkSubsystem *BenchmarkSubsystem) |
| Called by world subsystem when it is up and running. | |
| void | NotifyBenchmarkFinished (UFtsBenchmarkSubsystem *BenchmarkSubsystem) |
| Called by world subsystem when a benchmark finishes to start the next one. | |
| void | StartBatch (const UObject *WorldContextObject, const FFtsBatchBenchmarkParameters &InBatchParameters) |
| void | StopBatch (const UObject *WorldContextObject) |
| bool | IsBatchInProgress () const |
| void | GetResults (FFtsBenchmarkResultList &OutResults) const |
Public Attributes | |
| FFtsBatchBenchmarkEventSignature | OnBatchStarted |
| FFtsBatchBenchmarkEventSignature | OnBatchFinished |
Benchmark system on an engine level that handles running multiple benchmarks in a shipped title based on command line.
Initialized on engine startup this subsystem waits for a world subsystem to initialize and notify it's ready. Then the system will load a benchmark specification and process it. After all benchmarks are processed it will optionally save the results and quit the application.
| void UFtsBatchBenchmarkSubsystem::NotifyBenchmarkFinished | ( | UFtsBenchmarkSubsystem * | BenchmarkSubsystem | ) |
Called by world subsystem when a benchmark finishes to start the next one.
| BenchmarkSubsystem | Calling subsystem |
| void UFtsBatchBenchmarkSubsystem::NotifyWorldBenchmarkBegunPlay | ( | UFtsBenchmarkSubsystem * | BenchmarkSubsystem | ) |
Called by world subsystem when it is up and running.
| BenchmarkSubsystem | Initialized subsystem |