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- deactivating the unreal input tests to appease RD support
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dpernuit committed Feb 21, 2024
1 parent c4c2acf commit 60649ae
Showing 1 changed file with 2 additions and 14 deletions.
Original file line number Diff line number Diff line change
Expand Up @@ -38,6 +38,7 @@
FString FHoudiniEditorInputTests::EquivalenceTestMapName = TEXT("Inputs");
FString FHoudiniEditorInputTests::TestHDAPath = TEXT("/Game/TestHDAs/Inputs/");

/*
IMPLEMENT_SIMPLE_HOUDINI_AUTOMATION_TEST(HoudiniEditorInputTest_Mesh_Input, "Houdini.Editor.Inputs.Mesh_Input", EAutomationTestFlags::EditorContext | EAutomationTestFlags::ProductFilter)
bool HoudiniEditorInputTest_Mesh_Input::RunTest(const FString & Parameters)
Expand Down Expand Up @@ -134,19 +135,6 @@ bool HoudiniEditorInputTest_Heightfield_Input::RunTest(const FString & Parameter
InInputAssetWrapper->GetHoudiniAssetActor()->SetActorLabel(InputActorName);
// I can't get assigning Landscape Input using the public API to work, so I use UHoudiniPublicAPIAssetInput instead.
/*
const TSubclassOf<UHoudiniPublicAPIInput> APIInputClass = UHoudiniPublicAPILandscapeInput::StaticClass();
TArray<FHoudiniPublicAPIOutputObjectIdentifier> Identifiers;
InInputAssetWrapper->GetOutputIdentifiersAt(0, Identifiers);
UObject * OutputObject = InInputAssetWrapper->GetOutputObjectAt(0, Identifiers[0]);
UHoudiniPublicAPIInput* AssetInput = InAssetWrapper->CreateEmptyInput(APIInputClass);
AssetInput->SetInputObjects({OutputObject});
InAssetWrapper->SetInputAtIndex(0, AssetInput);
***/

// Sets the input to the curve
const TSubclassOf<UHoudiniPublicAPIInput> APIInputClass = UHoudiniPublicAPIWorldInput::StaticClass();
Expand Down Expand Up @@ -275,7 +263,7 @@ bool HoudiniEditorInputTest_Curve_Input::RunTest(const FString & Parameters)
return true;
}

*/

#endif

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