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# Set up a repeatable test | ||
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We need an area of code to execute repeatedly, with as many variables locked down as possible. | ||
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In this example, we will use our Cesium performance tests. | ||
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### Set up Unreal | ||
1) Open Unreal Editor (UnrealEditor.exe) | ||
2) Create a blank map (project doesn't matter. Choose an existing one or create a new one) | ||
3) Go to Edit->Plugins | ||
4) Search for "Functional Testing plugin". Check it to enable it | ||
![smaller](https://github.com/CesiumGS/cesium-unreal/assets/130494071/5a3bc9de-cdaf-4d9d-842d-104719426663) | ||
5) Save all | ||
6) Set this map as the 'Editor Startup Map' so it loads when starting from Visual Studio | ||
![smaller 2](https://github.com/CesiumGS/cesium-unreal/assets/130494071/8ba5c6c2-8c97-4048-afe2-db74770d85cc) | ||
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### Build Release Code | ||
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We need to make sure all our C++ code is building in release mode. | ||
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> This assumes that you have already built your code successfully and are familiar with the concepts from our [developer setup guide](https://github.com/CesiumGS/cesium-unreal/blob/ue5-main/Documentation/developer-setup-windows.md). Although you could profile a debug build, it is typically more useful to build in release, since this is how a game is usually packaged. | ||
1) If building the cesium-native library, make sure you are using a Release configuration | ||
2) Open your Unreal project's Visual Studio solution (.sln). This example uses the solution generated from [cesium-unreal-samples](https://github.com/CesiumGS/cesium-unreal-samples) | ||
3) Choose "Development Editor" | ||
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![smaller 3](https://github.com/CesiumGS/cesium-unreal/assets/130494071/0e70065f-c717-466b-a92b-cab1dcfdd29b) | ||
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4) From the menu, choose Build -> Build Solution |