Test task\assignment
Estimation (with 3-dot estimation) (O + 4 * BG + P) / 6
15 minutes to get aquainted with the task
1 hour feature documentation review
30 Minutes to create test notes
30 Minutes create test conditions
1 hour create test case steps
Total (rounded): 4 hours
By formula (O – 4 hours, BG – 3 hours, P – 5 hours) : 3 hours 30 minutes
Feature under test: Point light
Link to description: https://docs.unrealengine.com/5.0/en-US/point-lights-in-unreal-engine/
Test notes
Hi team,
Point light is a single source of light equal to real-life light bulb emitting light in all direction. Point light properties described in the Details section are:
Pic.1 Details
Light
Property
Description
Intensity
Total energy that the light emits.
Light Color
The color that the light emits.
Attenuation Radius
Bounds the light's visible influence.
Source Radius
Radius of light source shape.
Source Length
Length of light source shape.
Affects World
Disables the light completely. Cannot be set at run time. To disable a light's effect during runtime, change its Visibility property.
Casts Shadows
If the light casts shadows.
Volumetric Scattering Intensity
Intensity of the volumetric scattering from this light.
Lightmass
Property
Description
Indirect Lighting Saturation
A value of 0 will completely desaturate this light in Lightmass, 1 will be unchanged.
Shadow Exponent
Controls the falloff of shadow penumbras.
Use Area Shadows for Stationary Light
Whether to use area shadows for stationary light precomputed shadowmaps
Light Function
Property
Description
Light Function Material
The light function material to be applied to this light.
Light Function Scale
Scales the light function projection.
Light Function Fade Distance
The distance at which the light function should be completely faded to the value in Disabled Brightness.
Fade Distance
Distance at which the light function should be completely faded to DisabledBrightness.
Disabled Brightness
Brightness factor applied to the light when the light function is specified but disabled, say from the property above: Light Function Fade Distance.
Light Profiles
Property
Description
IES Texture
The IES "Texture" used for the light profile. IES files are ASCII though Unreal represents them as textures, they are not image files.
Use IES Intensity
If false, it will use the Brightness of the light to determine how much light to produce. If true, it will use the IES files brightness in Lumens (usually much larger than default values on lights in Unreal).
IES Intensity Scale
Scale for IES brightness contribution, as they can seriously blow out a scene.
The Point Light when placed can be set to as:
Moveable - which means the light is totally dynamic (changes over time) and allows for dynamic shadowing. This is the slowest in terms of rendering but allows for the most flexibility during gameplay.
Transform is an operation to change the placement of a point light source in the three-dimensional space.
Final feature deliverable is a general shadow check opportunity. Shadowing is supported by all available types of lights and determined by a light's mobility.
Traceability matrix
Object
Testable requirements
Number of Test cases
Description
Details (non-advanced)
22
Mobility (only movable)
2
Transform
5
General shadow check
Test conditions
#TC
Test case conditions
Structure
Priority
1.
Verify that point light actor can be added
Quickly add to the project>Lights>Point Light
Critical
2.
Details (non-advanced)
2.1
Verify Intensity can be set
Details> Light> Intensity
High
2.2
Verify Light Color can be set
Details>Light>Light Color
High
2.3
Verify Attenuation Radius can be set
Details>Light>Attenuation Radius
High
2.4
Verify Source Radius can be set
Details>Light>Source Radius
High
2.5
Verify Soft Source Radius can be set
Details>Light>Soft Source radius
High
2.6
Verify Source Length can be set
Details>Light>Source Length
High
2.7
Verify Use Temperature can be set
Details>Light>Use Temperature
Medium
2.8
Verify Temperature can be set
Details>Light>Temperature
Medium
2.9
Verify Affects World checkbox works
Details>Light>Affects World
High
2.10
Verify Cast Shadows checkbox works
Details>Light>Cast Shadows
High
2.11
Verify Indirect Lighting Intensity can be set
Details>Light>Indirect Lighting Intensity
Medium
2.12
Verify Volumetric Scaterring Intensity can be set
Details>Light>Volumetric Scaterring Intensity
Medium
2.13
Verify Indirect Lighting Saturation can be set
Details>Lightmass>Indicrect Lighting Saturation
Medium
2.14
Verify Shadow Exponent can be set
Details>Lightmass>Shadow Exponent
Medium
2.15
Verify Use Area Shadows for Stationary Light checkbox works
Details>Lightmass>Use Area shadows for Stationary Light
Medium
2.16
Verify Light Function Material can be set
Details>Light function>Light Function Material
Medium
2.17
Verify Light Function Scale can be set
Details>Light function> Light Function Scale
Medium
2.18
Verify Fade Distance can be set
Details>Light function>Fade Distance
Medium
2.19
Verify Disabled Brightness can Be set
Details>Light function>Disabled Brightness
Medium
2.20
Verify IES Texture can be set
Details>Light Profiles>IES Texture
High
2.21
Verify Use IES Intensity can be set
Details>Light Profiles>Use IES Intensity
Medium
2.22
Verify IES Intensity Scale can be set
Details>Light Profiles>IES Intensity Scale
Medium
3.
Mobility (only movable)
3.1
Verify dymanic point light changes intensity over time
Details>Transform>Mobility>Movable
Critical
3.2
Verify dynamic point light changes color over time
Details>Transform>Mobility>Movable
Critical
4
Transform
4.1
Verify actor delta transformation
Right click on actor>Actor options>Transform
Critical
4.2
Verify mirror X transformation
Right click on actor>Actor options>Transform
High
4.3
Verify mirror Y transformation
Right click on actor>Actor options>Transform
High
4.4
Verify mirror Z transformation
Right click on actor>Actor options>Transform
High
4.5
Verify Lock Actor movement
Right click on actor>Actor options>Transform
High
5
General Shadow Check
5.1
Verify shadows for static and stationary light
Build>Build lighting only
High
5.2
Verify shadows for movable light
Build>Build lighting only
Critical
Test Cases steps are in separate document. Table below is used.
Test Case Summary
Structure
Precondions
Step
Expected result
Postconditions
Priority
Type