#Run with debugger, show callstack

1 messages · Page 1 of 1 (latest)

karmic marlin
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will do

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it crashes without debugger attached and runs fine with debugger attached

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>    UnrealEditor-Kerapac.dll!FPooledActorTest::RunTest(const FString & Parameters) Line 26    C++
     UnrealEditor-Core.dll!FAutomationTestFramework::InternalStartTest(const FString & InTestToRun, const FString & InFullTestPath) Line 991    C++
     UnrealEditor-Core.dll!FAutomationTestFramework::StartTestByName(const FString & InTestToRun, const int InRoleIndex, const FString & InFullTestPath) Line 529    C++
     UnrealEditor-AutomationWorker.dll!FAutomationWorkerModule::HandleRunTestsMessage(const FAutomationWorkerRunTests & Message, const TSharedRef<IMessageContext,1> & Context) Line 687    C++
     UnrealEditor-AutomationWorker.dll!TRawMessageHandler<FAutomationWorkerRunTests,FAutomationWorkerModule>::HandleMessage(const TSharedRef<IMessageContext,1> & Context) Line 103    C++
     [Inline Frame] UnrealEditor-AutomationWorker.dll!FMessageEndpoint::ProcessMessage(const TSharedRef<IMessageContext,1> &) Line 1022    C++
     UnrealEditor-AutomationWorker.dll!FMessageEndpoint::ProcessInbox() Line 449    C++
     UnrealEditor-AutomationWorker.dll!FAutomationWorkerModule::Tick() Line 100    C++
     UnrealEditor.exe!FEngineLoop::Tick() Line 6106    C++
     [Inline Frame] UnrealEditor.exe!EngineTick() Line 61    C++
     UnrealEditor.exe!GuardedMain(const wchar_t * CmdLine) Line 180    C++
     UnrealEditor.exe!LaunchWindowsStartup(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * __formal, int nCmdShow, const wchar_t * CmdLine) Line 247    C++
     UnrealEditor.exe!WinMain(HINSTANCE__ * hInInstance, HINSTANCE__ * hPrevInstance, char * pCmdLine, int nCmdShow) Line 298    C++
     [Inline Frame] UnrealEditor.exe!invoke_main() Line 102    C++
     UnrealEditor.exe!__scrt_common_main_seh() Line 288    C++
     kernel32.dll!00007ffa96a7257d()    Unknown
     ntdll.dll!00007ffa982caf28()    Unknown

thats the VS callstack

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for reference ``UnrealEditor-Kerapac.dll!FPooledActorTest::RunTest(const FString & Parameters) Line 26 ` is the return line

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No. It only happens when the verify would fail

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removing the line under the comment will run fine

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this would basically imply, that when a test fails the editor closes.^^

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because i want the test to fail is something does not work as expected.

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i want the test to fail

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well I've looked at the documentation before coding the tests it and they mentionend the TimespanTest.cpp which pretty much only uses the check macro (or is check != CHECK ?) it seems odd that i cannot do asserts like in any other "language".

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its also the first time that im actually creating tests in UE5