Unreal Engine Quality Control & Assurance 4 — Questions and Answers
Question 1: In Unreal Engine, which command-line argument enables automated testing without a display, useful for headless CI servers?
- -NoDisplay
- -NullRHI (Correct answer)
- -Headless
- -ServerMode
Correct answer: -NullRHI
'-NullRHI' initializes the engine with a null rendering backend, allowing automation tests to run on servers without a GPU or display.
Question 2: What does the 'Derived Data Cache (DDC) miss rate' metric tell QA engineers about a project's build pipeline health?
- How often shaders fail to compile
- How frequently assets must be rebuilt from source because cached derived data is absent or stale (Correct answer)
- The percentage of assets missing LODs
- How many Blueprint nodes fail validation
Correct answer: How frequently assets must be rebuilt from source because cached derived data is absent or stale
A high DDC miss rate means the cache is cold or misconfigured, causing assets to rebuild from scratch and dramatically slowing iteration and CI times.
Question 3: Which Unreal Engine feature allows QA to mark specific actors or components as 'expected to fail' in automated visual regression tests?
- Test Suppression Metadata
- Automation Spec exclusion tags (Correct answer)
- Screenshot Comparison baseline override
- Actor tagging with 'QA_Ignore'
Correct answer: Automation Spec exclusion tags
Automation Spec tests support exclusion tags that mark known-failing tests or scenarios, preventing them from blocking CI while the underlying issue is tracked.
Question 4: When validating Physics Asset ragdolls in Unreal Engine, which QA step catches interpenetrating collision bodies?
- Running the game and observing the ragdoll
- Using the Physics Asset editor's collision visualization and overlap detection tools (Correct answer)
- Checking the Output Log for physics warnings
- Disabling gravity and dropping the character
Correct answer: Using the Physics Asset editor's collision visualization and overlap detection tools
The Physics Asset editor has built-in tools to visualize and detect overlapping collision bodies, which cause explosive physics behavior at runtime.
Question 5: A QA engineer notices that a packaged UE5 game has much larger file sizes than expected. Which tool should they use first to investigate?
- Unreal Insights
- Cook log with '-LogCookerStatistics' or the Asset Audit Size Map (Correct answer)
- Source Control diff
- Shader complexity viewport
Correct answer: Cook log with '-LogCookerStatistics' or the Asset Audit Size Map
The cook log with statistics flags or the Asset Audit Size Map reveals which assets contributed most to the build size, guiding optimization.
Question 6: Which Unreal Engine console command helps QA verify that all required textures are streaming in correctly and none are stuck at a low mip level?
- Stat Texture (Correct answer)
- r.Streaming.PoolSize
- ListTextures
- r.MipMapLODBias
Correct answer: Stat Texture
'Stat Texture' displays per-texture streaming state including current mip level, wanted mip level, and streaming pool pressure.
Question 7: In Unreal Engine's Gameplay Ability System, what QA test verifies that ability cooldowns replicate correctly to all clients?
- Inspect CooldownGameplayEffect on the server only
- Test with multiple PIE clients and verify the cooldown UI updates on all clients after ability activation (Correct answer)
- Check the Gameplay Debugger for ability state on a single client
- Disable net relevancy and activate the ability remotely
Correct answer: Test with multiple PIE clients and verify the cooldown UI updates on all clients after ability activation
Running multiple PIE clients and activating abilities lets QA observe whether CooldownGameplayEffect replication correctly updates the cooldown state on all connected clients.
In Unreal Engine, which command-line argument enables automated testing without a display, useful for headless CI servers?