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Testing in this area should revolve primarily around UI/UX touchpoints with basic Editor functionality.
Special Requirements
Multiple Monitors (Preferably with different resolutions/Windows scaling/DPI settings)
Project Requirements
Any, though AutomatedTesting makes life easier
Common Issues to Watch For
Test guidance will sometimes note specific issues to watch for. The common issues below should be watched for through all testing, even if unrelated to the current workflow being tested.
Dock some tools together and leave some windows free floating/snapped to other windows to create a custom layout
Dock side-by-side/create a tabbed group.
Use both monitors.
Unusable tools.
Hidden windows/panes.
Scaling issues.
Name and save the custom layout
Load back and forth between a few different layouts
Verify layouts load successfully with elements on both monitors.
Relaunch Editor while testing to ensure proper saves.
Missing tools/unsaved/unloaded changes.
Workflow 3: Prefab Editing Focus Mode
Product:
No tangible product, this workflow covers updating/manipulating tangible products, but doesn't itself generate any
Suggested Time Box:
5-10 mins
Setup:
Create a Prefab with at least 2 entities underneath, each having a Mesh component with an assigned asset.
Workflow
Requests
Things to Watch For
With the prefab instance closed for editing click the Mesh entities making up the prefab in the Viewport
Clicking the entities that are a part of the prefab in the Viewport should only select the prefab root entity.
It should not be possible to select the entities inside a prefab while it is not being edited, in any way, either through Viewport or Entity Outliner.
Enter Focus Mode to edit a prefab
Utilize both double-clicking and right-click context menu's Edit Prefab option.
Entity Outliner should update and display the contents of the prefab being edited.
Color of the container should change to a lighter blue.
With the prefab instance opened for editing click entities outside of the prefab instance
Try from within both the Viewport and the Entity Outliner.
Try to toggle Hide/Lock for entities outside of the prefab instance.
There should be clear a visual indication that entities outside of the focus tree are not selectable (WIP).
With the prefab instance opened for editing verify the breadcrumb widget at the upper-left of the Viewport displays the currently focused prefab, and the path to it from the level root
Add additional entities to the prefab hierarchy and click through the breadcrumb widget to ensure the mode changes as expected.
Workflow 4: Read-Only Entities
Product:
No tangible product, this workflow covers updating/manipulating tangible products, but doesn't itself generate any
Suggested Time Box:
5-10 mins
Setup:
Instantiate a Procedural Prefab (Example Procedural Prefabs in AutomatedTesting: Objects\sphere_5lods_fbx.procprefab, multiple_mesh_one_material\multiple_mesh_one_material_fbx.procprefab
Workflow
Requests
Things to Watch For
Instantiate a Procedural Prefab
Try via right-click context menu.
Try via drag-and-drop from the Asset Browser. (Not Yet Implemented)
Unusual delays in instantiation.
Console errors/asserts.
Entity Outliner: Procedural Prefab container is distinct from normal Prefabs (currently Purple container color as opposed to Blue for normal prefabs)
Enter Focus Mode on the Procedural Prefab container:
Procedural Prefab container is distinct from normal Prefabs. (currently Purple container color as opposed to Blue for normal prefabs)
Entity Outliner: Mouseover container entity
Tooltip reads, "Double-click to inspect".
Container icon is unique with an eye icon in place of the normal pencil icon.
Entity Outliner: Enter Focus Mode on the Procedural Prefab container
Test via right-click context menu and double-clicking the container entity.
Hide/Lock functionality is disabled on the container and all child read-only entities.
Read-only entities have unique icon with a lock icon over the normal box icon.
Entity Outliner: While in Focus Mode, attempt CRUD operations on read-only entities via context menu
Try reparenting entities.
Try deleting entities.
Try Hiding/Locking entities.
Try parenting non-read-only entities to read-only entities and via the Transform component Parent entity reference in the Entity Inspector.
Try dragging an asset/prefab from the Asset Browser over the read-only entities.
Only options available to read-only entities are "Open pinned Inspector" and "Find in viewport".
Read-only entities and their children cannot be reparented or deleted.
Non read-only entities cannot be parented to read-only entities via UI operations.
Selecting read-only entities in the Outliner selects the corresponding entity in the Viewport, but no manipulator gizmos are usable.
Selecting read-only entities in the Outliner displays the component information in the Entity Inspector:
Components should be greyed out.
Name field is not editable.
No new components can be added.
Existing components cannot be removed.
Components can be copied
Dragging an asset/prefab from the Asset Browser over the read-only entities is not allowed.
Entity Outliner: Perform right-click context menu operations on the Procedural Prefab container
Utilize hotkeys as well to perform actions where possible.(e.g. Delete and Duplicate)
Instantiate Prefab/Procedural Prefab is not allowed.
"Save Prefab to file" should result in an appropriate error message as changes cannot be saved.
"Create Prefab" should create a new normal prefab with the Procedural Prefab nested inside.
Viewport: Click the container entity in the Viewport should enable manipulator gizmos
Manipulator gizmos should be available for the container when not in Focus Mode.
Viewport: Double-click the container entity in the Viewport to enter Focus Mode
Focus Mode is entered.
No manipulator gizmos are available on the container entity or child read-only entities.
Right-click context menus are limited to "Open pinned Inspector" and "Find in viewport".
Selecting read-only entities in the Outliner displays the component information in the Entity Inspector:
Components should be greyed out.
Name field is not editable.
No new components can be added.
Existing components cannot be removed.
Components can be copied.
Dragging an asset/prefab from the Asset Browser into the Viewport while a Procedural Prefab is focused is not allowed.
Workflow 5: Gem dependencies
Product:
A project with the White Box and the Script Canvas gems activated.
Suggested Time Box: 15 mins
Workflow
Requests
Things to Watch For
White Box gem
Create an entity and add the White Box component to it.
Save the level and turn the Editor off.
In the Project Manager select the project's hamburger menu and select configure gems.
Search for the White Box gem, deactivate it and save.
Rebuild the project, launch it and open the previously created level.
Search for the White Box component in the "Add component" dropdown list.
Correct and informative error messages.
Component correctly deactivated and not selectable.
Script Canvas gem
Verify that the Script Canvas tool is listed in the Tools menu.
Create an entity and add the Script Canvas component to it.
Save the project and turn it off.
In the Project Manager select the project's hamburger menu and select configure gems.
Search for the Script Canvas gem, deactivate it and save. (Confirm the popup informing of no longer needed dependencies)
Rebuild the project and open it.
Verify that the Script Canvas in not listed in the Tools menu.
Correct and informative error messages.
Prompt about no longer needed dependent gems.
Component correctly deactivated and not selectable.
Script Canvas removed from the Tools menu.
Workflow 6: Asset Browser
Product: No tangible product, this workflow covers UX for the Asset Browser, allowing managing and adding assets
Suggested Time Box: 5-10 mins
Workflow
Requests
Things to Watch For
Drag and drop files
Drag and drop asset/prefabs into the Viewport
Test with List/Thumbnail/Table views
Dragging an asset/prefab from the Asset Browser into the Viewport should utilize mouse cursor placement when dropped.
Move files and folders
Use Right-click context menu > Move to
Use drag/drop operations
Test with List/Thumbnail/Table views
Verify 'Pick folder to move to' modal appears
Duplicate files and folders
Single files selected
Multiple selected files (at once)
Various file types
Utilize hotkeys as well to perform actions where possible
Test with List/Thumbnail/Table views
Selecting single or multiple files should be reflected in the context menu
Edit files
Double click selected files
Right-click context menu > Open with associated application...
Open various file types in various programs
Utilize hotkeys as well to perform actions where possible
Test with List/Thumbnail/Table views
Double clicking some file types will open in Editor by default, while others will, initially, open a programs list modal to edit the file in.
Selecting a program from the modal will consistently associate that file type to that program.
Right-Click context menu can be used to change the program associated with that file type.
Rename files and folders
Right-click context menu > Rename
Utilize hotkeys as well to perform actions where possible
Test with List/Thumbnail/Table views
Folder management
Add folders:
Right-click context menu > Create > Folder
Add via the + button
Remove folders:
Via right-click context menu
Via hotkey
Test with List/Thumbnail/Table views
Delete files
Delete a single file
Delete multiple files at once
Delete various file types
Utilize hotkeys as well as right-click context menu
Test with List/Thumbnail/Table views
Selecting single or multiple files should be reflected in the context menu
Add new assets
Right-click context menu > Create > [Asset Type]:
ScriptCanvas Graph
Material
Material Graph
AnimGraph
MotionSet
Lua Script
Lua Component Script
Test with List/Thumbnail/Table views
Test via + button
New asset should appear in the currently selected directory
New asset should be selected/prompt for a rename
Material/Material graph prompt using unique dialog to select type/path:
Path should be filled in with current directory
Renaming completed via Windows Explorer dialog
Asset Browser Inspector
Open tool via Tools menu
Dock/Undock/Resize tool pane
Validate asset details appear when in List/Thumbnail/Table views
Directory breadcrumbs
Navigate to lower level directories via the breadcrumb links
Copy/paste directory address into breadcrumb box
Type directory address into breadcrumb box
Back/Forward Navigation
Navigate to various directories via the Back/Forward navigation buttons
Behaves like a web browser, not for navigating up/down breadcrumb addresses
Search/Filtering
Filter to specific asset types in List/Thumbnail/Table views
Product: No tangible product, this workflow covers customizing console variables for use in the Editor
Suggested Time Box: 10-15 mins
Workflow
Requests
Things to Watch For
Open/Close the CVar Editor
Open via Tools > Other menu
Open via lower-left Console ( x ) button
Close via window ( x ) button
Close via title bar tab ( x ) button
Close via loading a saved layout without the CVar Editor active
DPE Asserts
Console warning spam
Excessive load times
Search
Enter text to filter results
Clear search:
Delete/Backspace
Clicking the X in the search bar
Closing/reopening the CVar Editor
Search for values (e.g. True/False, specific ints/floats, etc.)
Hitches during search filtering
Incorrect results
Searches should filter to valid results with matches in CVar names, tooltips, or values (ex. Searching for "true" will bring up all variables currently flagged to true, or with "true" in the tooltip or CVar name)
Set CVars
Set a value for each type of CVar:
boolean
string
int
float
vec2
color
Set values both via the CVar Editor itself, and via the console
Search a CVar name in the Console to see the currently set value
Increment/decrement values via the <> buttons
Relaunch the Editor after changing values
Incorrect values set
Mismatches in reported values between the Console and the CVar Editor
Warnings/Asserts
Hitches during value setting
Values are not saved between Editor launches unless set elsewhere (e.g. game.cfg)