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Update README.md
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CronofearGameworks authored Jun 21, 2018
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Expand Up @@ -56,12 +56,12 @@ Before starting, this is a setup example i'll be using to explain things. You do
>> https://imgur.com/a/QlPotv8
- The root folder (name of my project) contains 3 folders:
- **/Project/** this is my local UE4 Project git repo, not related directly to Jenkins.
- **/Assets/** this is my local game assets git repo, not related directly to Jenkins.
- **/Jenkins/Builds/** This is where the ```Step5/Step6``` and ```Step7``` scripts from this repo will create my builds.
- **/Jenkins/Projects/** This is where Jenkins is downloading the UE4 Project from my master repo (i'm using VSTS).
- **/Jenkins/@Project/** Autogenerated by Jenkins.
- **/Jenkins/scripts/** This is where i'm placing the scripts from this repo. The only exception is ```RunJenkinsAsDesktopMode.bat```
- **/Project/** this is my local UE4 Project git repo, not related directly to Jenkins.
- **/Assets/** this is my local game assets git repo, not related directly to Jenkins.
- **/Jenkins/Builds/** This is where the ```Step5/Step6``` and ```Step7``` scripts from this repo will create my builds.
- **/Jenkins/Projects/** This is where Jenkins is downloading the UE4 Project from my master repo (i'm using VSTS).
- **/Jenkins/@Project/** Autogenerated by Jenkins.
- **/Jenkins/scripts/** This is where i'm placing the scripts from this repo. The only exception is ```RunJenkinsAsDesktopMode.bat```
---

# Before starting, about the scripts from this repo
Expand All @@ -77,19 +77,19 @@ Before starting, this is a setup example i'll be using to explain things. You do
- ***Step3_CompileScripts_Win64.bat***: This will build/compile your source files in Win64. Modify it so it points to your Jenkins Workspace (where Jenkins downloads the master repo). This can be changed to Win32 but i don't think it's supported in a development environment. You should change this to Mac/Linux in case you're using a different platform to make your game. Keep in mind that these scripts have only been tested on Windows.

- ***Step4_RunTests.bat***: This script will run run all the tests that are labeled as "Functional Tests". All the tests created using https://www.youtube.com/watch?v=f4LpDXjFgVQ are labeled like that by default. Relevant parameters:
- ExecCmds="Automation RunTests **Functional Tests**": Run tests labeled as "Functional Tests"
- **-log=autolog.txt**: Create a file with the tests log in the "Jenkins Worspace\Saved\Logs". Example: ```C:\ProjectName\_JenkinsCICD\Project\Saved\Logs\autolog.txt```.
- **type "C:\ProjectName\_JenkinsCICD\Project\Saved\Logs\autolog.txt"**: Prints the log from "autolog.txt" into Jenkins.
- ExecCmds="Automation RunTests **Functional Tests**": Run tests labeled as "Functional Tests"
- **-log=autolog.txt**: Create a file with the tests log in the "Jenkins Worspace\Saved\Logs". Example: ```C:\ProjectName\_JenkinsCICD\Project\Saved\Logs\autolog.txt```.
- **type "C:\ProjectName\_JenkinsCICD\Project\Saved\Logs\autolog.txt"**: Prints the log from "autolog.txt" into Jenkins.

- ***Step5_BuildFiles_Win64.bat***: This will create a Win64 executable of your project in "\Builds".

- ***Step6_Optional_CookProject_Win64.bat***: Similar to Step5 but creates an executable with less dependencies. I think this is useful in case you want to run the executable in a computer that doesn't have UE4 installed.

- ***Step7_Archive.bat***: Compress Step5/Step6 results into a .zip file.

- ***LogParsers/1-CompilationLogParse.txt***: Optional. For determining when a compilation will fail or be marked as unstable.
- ***LogParsers/2-TestLogParse.txt***: Mandatory. Will mark test as failed if "Test Failed" string is found in the log.
- ***LogParsers/3-PackageLogParse.txt***: Optional. For determining when a packaging will fail or be marked as unstable.
- ***LogParsers/1-CompilationLogParse.txt***: Optional. For determining when a compilation will fail or be marked as unstable.
- ***LogParsers/2-TestLogParse.txt***: Mandatory. Will mark test as failed if "Test Failed" string is found in the log.
- ***LogParsers/3-PackageLogParse.txt***: Optional. For determining when a packaging will fail or be marked as unstable.
> Compilation and Package seems to work fine without the need of a log parser. Log parsing is recommended tho as it highlights errors, warnings and relevant info.
# Let's BeginPlay()
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