Insights on Testing Unreal Engine Support in Tools With Many Dependencies
summary
Shows that Rider’s Unreal support breaks often because of real, named dependencies: EAS ARS UI freeze caused by late UI component loading, Rider Source Code Access failures after Toolbox 2.0, and RiderLink compilation failures when Visual Studio toolchain changes. Tests run across four engine versions plus a GitHub-built UE main branch, with two project models (VS solution vs .uproject) and separate machines for UE runs. Automation reproduces loads, generates project files, and cuts manual verification from many repeated checks to hours rather than days.
AI-written summary · about
chapters (17)
- 0:00Testing complex software systems
- 1:06JetBrains Rider core features
- 4:28Rider dependencies
- 9:07Unreal Engine plugins issues
- 13:05Dependency diagram implications
- 17:04Complex dependencies testing problems
- 18:48Preview versions risks
- 19:30Manual testing insufficiency
- 20:32Rider test framework history
- 24:56Unreal Engine tests algorithm
- 27:29Test matrix scalability
- 30:00Epic vs GitHub Unreal testing
- 34:15Team collaboration for testing
- 34:36Test data selection
- 36:46Test framework improvements
- 37:49Key takeaways
- 40:21Closing remarks
related talks
40mAutomated Testing at Scale in Sea of Thieves
41mThe Unbreakable Team: Maintaining Build Stability in Unreal Engine
30mHarnessing the Unreal Engine Automation Framework for Performance Measurement
36mHow We Test Performance in Rider
30mTesting Tools and Their Friends
20mThe Road to Continuous Testing
44mTaking CI and automated testing seriously
24mTesting extensions for Visual Studio Code
