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Release 1.1.3 — long skills keep their later steps
Fix release for 1.1.2: the 14 longest skills keep their later phases after a compaction, a question nobody answered is never taken as an answer, settings read the same from a subfolder, the commit check works for a project in a subfolder of a larger repository, every skill opens with a title, and the shipped allow rules no longer approve deleting a branch or writing files without asking. Details in CHANGELOG.md; upgrade steps in UPGRADING.md (v1.1.2 → v1.1.3). Refs #83 Refs #133 Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Claude-Session: https://claude.ai/code/session_0185en4t76fPn7315q4c3nko
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Claude Opus 5.5
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# /test-setup — Phase 3: Create Directory Structure
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> Part of `/test-setup`. `SKILL.md` names when to read this file; the settings it
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> resolved and the rules under its later headings still apply here.
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## Phase 3: Create Directory Structure
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**In this file:**
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- `tests/README.md`
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- `production/qa/evidence/.gitkeep`
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- Engine-specific files
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After approval, create the following files:
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### `tests/README.md`
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````markdown
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# Test Infrastructure
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**Engine**: [engine name + version]
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**Test Framework**: [GdUnit4 | Unity Test Framework | UE Automation]
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**CI**: `.github/workflows/tests.yml`
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**Setup date**: [date]
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## Directory Layout
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```
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tests/
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unit/ # Isolated unit tests (formulas, state machines, logic)
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integration/ # Cross-system and save/load tests
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smoke/ # Critical path test list for /smoke-check gate
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```
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[Unity/Unreal — replace the unit/integration lines: unit and integration tests
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live under the engine's test root, `Assets/Tests/EditMode|PlayMode/[System]/`
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or `Source/<Module>/Private/Tests/[System]/`; `tests/` keeps this README and
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`smoke/`. Every `tests/unit/` path below means that test root.]
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```
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production/qa/
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evidence/ # Screenshot logs and manual test sign-off records
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```
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> **Manual evidence lives under `production/qa/evidence/`, not `tests/`** — that
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> is where every consumer reads it.
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## Running Tests
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[Engine-specific command — see below]
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## Test Naming
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Names follow the engine's language (`.claude/rules/test-standards.md`):
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- **Godot**: file `[system]_[feature]_test.gd`, function `test_[scenario]_[expected]`
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— `combat_damage_test.gd` → `test_base_attack_returns_expected_damage()`
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- **Unity**: class `[System]Tests` in `[System]Tests.cs`, method `[Scenario]_[Expected]`
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— `CombatTests.cs` → `BaseAttack_ReturnsExpectedDamage()`
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- **Unreal**: class `F[System][Scenario]Test`, test name `<Project>.[System].[Scenario]`
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— `FCombatBaseAttackTest` → `<Project>.Combat.BaseAttack`
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[`<Project>` is the root the filter in `commands.test` uses — write it out:
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the project name, or the distinct root `/setup-engine` chose]
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## Story Type → Test Evidence
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| Story Type | Required Evidence | Location |
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|---|---|---|
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| Logic | Automated unit test — must pass | `tests/unit/[system]/` |
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| Integration | Integration test OR playtest doc | `tests/integration/[system]/` |
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| Visual/Feel | Screenshot + lead sign-off | `production/qa/evidence/` |
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| UI | Retained screenshot of each screen touched | `production/qa/evidence/` |
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| Config/Data | Smoke check pass | `production/qa/smoke-*.md` |
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## CI
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Tests run automatically on every push to `main` and on every pull request.
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A failed test suite blocks merging.
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````
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The README and this skill's completion summary name the same evidence path —
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`production/qa/evidence/` is where `/smoke-check`, `/test-evidence-review`,
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`/qa-plan` and the evidence table in `.claude/docs/coding-standards.md` read,
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so a `tests/evidence/` would be a directory nothing reads.
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### `production/qa/evidence/.gitkeep`
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Create it empty. Git does not keep an empty directory, and this is where
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`/story-done`, `/smoke-check` and `/test-evidence-review` look for screenshots and
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sign-off records — the completion summary lists it, so it must exist.
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### Engine-specific files
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#### Godot 4 (`Engine: Godot`)
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**Do not write a runner script.** gdUnit4 ships its own command-line runner,
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`res://addons/gdUnit4/bin/GdUnitCmdTool.gd`. The command CI, `/smoke-check`
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and `commands.test` use is:
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```bash
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godot --headless --path . --import
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godot --headless -s -d --remote-debug tcp://127.0.0.1:0 res://addons/gdUnit4/bin/GdUnitCmdTool.gd -a res://tests --ignoreHeadlessMode
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```
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Run the import first. A fresh clone has no `.godot/` class cache, and a run
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without one exits **1** — `GdUnitCmdTool.gd` did not load (`Failed to load
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script`), so no test ran. A cache older than a new `class_name` fails valid
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code with 105. The CI action imports on its own.
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Exit code **0** when every test passes and **100** when any fails — verified
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on Godot 4.6.1 with gdUnit4 6.1.3. **101** means every test passed but a test
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leaked nodes: a warning, not a failure. 103 and 104 mean gdUnit4 could not run
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(headless refused, Godot older than 4.3); 105 means a test script does not parse. `-a res://tests` runs every suite
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under `tests/`; `--ignoreHeadlessMode` is required because gdUnit4 otherwise
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refuses to run headless. `--remote-debug tcp://127.0.0.1:0` is required too —
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it is what gdUnit4's own `runtest` script passes. Without it a script error
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opens Godot's interactive debugger, and the run waits at a `debug>` prompt
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forever instead of exiting 105. The flag makes every run print two `ERROR:`
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lines about the remote port (`127.0.0.1:0`); they are expected, not a failure.
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A run that finds no tests prints `No test cases found` and exits 0 — that is
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not a pass. The folder is `addons/gdUnit4/` with a **capital U**.
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Create `tests/unit/.gdignore_placeholder` with content:
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`# Unit tests go here — one subdirectory per system (e.g., tests/unit/combat/)`
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Create `tests/integration/.gdignore_placeholder` with content:
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`# Integration tests go here — one subdirectory per system`
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Note in the README: **Installing GdUnit4**
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```
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1. Open Godot → AssetLib → search "GdUnit4" → Download & Install
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2. Enable the plugin: Project → Project Settings → Plugins → GdUnit4 ✓
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3. Restart the editor
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4. Verify: res://addons/gdUnit4/bin/GdUnitCmdTool.gd exists (capital U)
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```
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#### Unity (`Engine: Unity`)
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Tests live under **`Assets/Tests/`** — Unity compiles only `Assets/` and
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`Packages/`. A test under `tests/` is never compiled, and the run then reports
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**0 tests, `Passed`, exit 0** (verified on 6000.3.23f1): a false pass.
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First check the Test Framework package:
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`grep -q 'com.unity.test-framework' Packages/manifest.json`. Without it
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`-runTests` does not fail — it hangs. If absent, ask to add
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`"com.unity.test-framework"` to `dependencies` at the version your editor
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bundles. Unity 6 releases bundle different ones — 1.6.0 in 6000.3.23f1, 1.5.1 in
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6000.1.0f1 — so read it rather than copy a number: on Windows it is the
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`version` in `Data/Resources/PackageManager/BuiltInPackages/com.unity.test-framework/package.json`
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under the folder that holds `Unity.exe`.
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Create `Assets/Tests/EditMode/EditModeTests.asmdef` — unit tests, no Play Mode:
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```json
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{
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"name": "EditModeTests",
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"references": ["UnityEngine.TestRunner", "UnityEditor.TestRunner"],
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"includePlatforms": ["Editor"],
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"overrideReferences": true,
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"precompiledReferences": ["nunit.framework.dll"],
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"autoReferenced": false,
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"defineConstraints": ["UNITY_INCLUDE_TESTS"]
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}
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```
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Create `Assets/Tests/PlayMode/PlayModeTests.asmdef` — integration tests in a
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running scene: the same JSON with `"name": "PlayModeTests"` and
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`"includePlatforms": []`.
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> **A test assembly cannot see code in the default `Assembly-CSharp`.** An
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> `.asmdef` can reference only other `.asmdef`s. If the game's scripts have no
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> `.asmdef` of their own, ask before creating one (e.g. `Assets/Scripts/Game.asmdef`)
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> and add `"Game"` to both test assemblies' `references`. Without it the first
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> test that names a game class fails to compile. Moving scripts into an
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> `.asmdef` changes what they can see, so before creating it:
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>
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> - **List the packages the scripts use.** `Assembly-CSharp` references every
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> package on its own; an `.asmdef` references only what it names. Read the
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> scripts' `using` lines and add the matching assemblies — commonly
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> `"Unity.InputSystem"`, `"Unity.TextMeshPro"`, `"UnityEngine.UI"`:
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> `{ "name": "Game", "references": ["Unity.InputSystem", "Unity.TextMeshPro"] }`.
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> Name only packages the project has installed.
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> - **Give each `Editor/` folder under it its own `.asmdef`** with
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> `"includePlatforms": ["Editor"]` and `"references": ["Game"]`. Otherwise
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> editor scripts join the runtime assembly, and `using UnityEditor;` breaks the
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> player build.
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Note in the README: **Running Unity tests** (use the editor executable —
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`Unity` on `PATH` may be Unity's separate CLI, not the editor)
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```
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"<Unity editor>" -batchmode -runTests -projectPath . -testPlatform EditMode -testResults test-results/editmode.xml
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"<Unity editor>" -batchmode -runTests -projectPath . -testPlatform PlayMode -testResults test-results/playmode.xml
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```
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Exit **0** when every test passes, **2** when any fails. Exit 1 or 3 is a FAIL
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too: 1 is a compile error, which writes no results file, and 3 a failed run.
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So is 4 (an unknown `-testPlatform`), and any other non-zero exit.
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Delete `test-results/editmode.xml` before each run so an old file is never read
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as a new result. Read the `<test-run>`
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element of the results file: `testcasecount="0"` means nothing was compiled or
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found — report it as not assessed, never as a pass. Do not add `-quit`;
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`-runTests` exits by itself. Play Mode is the second line: a separate run with
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its own results file, read the same way, and deleted before each run the same
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way. An Edit Mode run never runs the tests in `Assets/Tests/PlayMode/`, so
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`/smoke-check` runs both whenever that folder holds tests.
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#### Unreal Engine (`Engine: Unreal` or `Engine: UE5`)
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Tests live **inside the game module**: `Source/<Module>/Private/Tests/`, where
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`<Module>` is the primary game module (for a C++ project, the `.uproject` name).
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UnrealBuildTool compiles only module folders — a tests folder directly under
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`Source/` is not a module, so a test there is silently never built and every
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run reports `No automation tests matched`.
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Create `Source/<Module>/Private/Tests/README.md`. `<Project>.` in it — and
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`[ProjectName].` in the CI filter below — is the test root the filter in
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`commands.test` uses: the project name, or the distinct root `/setup-engine`
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chose when the project's name is also an engine area. Write that root:
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```markdown
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# Unreal Automation Tests
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Tests use the UE Automation Testing Framework and compile with this module.
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Wrap each test file in `#if WITH_DEV_AUTOMATION_TESTS` … `#endif`.
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Flags: `EAutomationTestFlags::EditorContext | EAutomationTestFlags::ProductFilter`
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(there is no `GameFilter` flag).
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Run via: Session Frontend → Automation → select "<Project>." tests
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Or headlessly from the project root, after building the editor target — on a
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fresh checkout the editor exits before any test runs:
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"<UE root>/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool.exe" <Project>Editor Win64 Development -Project="$(pwd -W 2>/dev/null || pwd)/<Project>.uproject"
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"<UE root>/Engine/Binaries/Win64/UnrealEditor-Cmd.exe" "$(pwd -W 2>/dev/null || pwd)/<Project>.uproject" -ExecCmds="Automation RunTests <Project>.; Quit" -unattended -nullrhi -stdout -FullStdOutLogOutput
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The project path must be absolute: UE does not find a relative one (exit 1,
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"Project file not found"). Those two lines are Windows'. On Linux build with
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`Engine/Build/BatchFiles/Linux/Build.sh <Project>Editor Linux Development -Project="$(pwd -W 2>/dev/null || pwd)/<Project>.uproject"` and run
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the tests with `Engine/Binaries/Linux/UnrealEditor` and the same arguments; on
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macOS build with `Engine/Build/BatchFiles/Mac/Build.sh <Project>Editor Mac Development -Project="$(pwd -W 2>/dev/null || pwd)/<Project>.uproject"`
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— Epic documents no command-line editor inside `UnrealEditor.app` for the test
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run (see `docs/engine-reference/unreal/current-best-practices.md`, "Command Line").
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Read the output, not the exit code: a failing test and a run that matched nothing both exit 255.
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`Result={Fail}` is a failure; `No automation tests matched` means no test was
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built or named `<Project>.…`.
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Test class naming: F[System][Scenario]Test — one class per test; a second
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test reusing a class name fails to link
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Test name: "<Project>.[System].[Scenario]"
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```
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---
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