Unreal Engine Quality Control & Assurance 2 — Questions and Answers
Question 1: Which Unreal Engine tool allows you to record and replay a sequence of gameplay inputs to automate regression testing?
- Automation Framework
- Functional Test Actor
- Gauntlet Automation Framework (Correct answer)
- Input Replay System
Correct answer: Gauntlet Automation Framework
The Gauntlet Automation Framework enables automated testing by recording gameplay sessions and replaying them to detect regressions.
Question 2: In Unreal Engine's Automation System, what is the purpose of marking a test with the 'EAutomationTestFlags::SmokeFilter' flag?
- Runs only in shipping builds
- Runs quickly as a sanity check and is included in smoke test runs (Correct answer)
- Skips the test on non-editor targets
- Forces the test to run in isolation without other tests
Correct answer: Runs quickly as a sanity check and is included in smoke test runs
SmokeFilter marks tests as fast sanity checks that run during smoke test passes, ensuring critical functionality works before deeper testing.
Question 3: What does the Unreal Engine 'Stat GPU' console command provide during QA testing?
- CPU thread timing per game system
- Per-pass GPU timing breakdowns on screen (Correct answer)
- Network packet loss statistics
- Memory allocation per asset
Correct answer: Per-pass GPU timing breakdowns on screen
'Stat GPU' overlays GPU timing data for individual render passes, helping QA identify which passes are causing GPU bottlenecks.
Question 4: When using Unreal Engine's Level Streaming, what QA test should you perform to verify memory usage stays within budget?
- Check the Output Log for streaming errors
- Profile memory with 'Stat Memory' before and after streaming levels in and out (Correct answer)
- Run the Build Lighting process and check for errors
- Verify the WorldComposition grid in the Level editor
Correct answer: Profile memory with 'Stat Memory' before and after streaming levels in and out
Using 'Stat Memory' before and after streaming level transitions confirms that loaded levels fit within the memory budget and that unloaded levels are properly released.
Question 5: Which UE5 feature should QA test to verify that Nanite meshes are not causing visual corruption on target hardware?
- Lumen GI validation pass
- Nanite Visualization modes in the editor viewport (Correct answer)
- Virtual Texture streaming logs
- Hierarchical LOD outliner
Correct answer: Nanite Visualization modes in the editor viewport
Nanite Visualization modes (such as Triangles, Clusters, and Overdraw) expose rendering artifacts and correctness issues on target hardware.
Question 6: What is the correct way to run a specific Automation test from the Unreal Editor command line?
- -ExecCmds="Automation RunTest TestName" (Correct answer)
- -RunTest=TestName
- -AutoTest TestName
- -QA RunTest=TestName
Correct answer: -ExecCmds="Automation RunTest TestName"
Passing '-ExecCmds="Automation RunTest TestName"' on the command line instructs the engine to execute the specified automation test at startup.
Question 7: During QA of a multiplayer game in Unreal Engine, which tool helps simulate network conditions like latency and packet loss?
- Network Profiler
- Network Emulation settings in Project Settings (Correct answer)
- Replication Graph Debugger
- Online Subsystem diagnostics
Correct answer: Network Emulation settings in Project Settings
Network Emulation settings under Project Settings > Network allow QA to simulate latency, packet loss, and jitter to test network robustness.
Which Unreal Engine tool allows you to record and replay a sequence of gameplay inputs to automate regression testing?