public override void TickTest()
        {
            string TempDir = Path.Combine(Environment.CurrentDirectory, "GauntletTemp");

            TargetDeviceMac Device = new TargetDeviceMac("LocalMac", Globals.TempDir);

            CheckEssentialFunctions(Device);

            MarkComplete();
        }
        public override void TickTest()
        {
            // create a new build
            UnrealBuildSource Build = new UnrealBuildSource(this.ProjectName, this.ProjectFile, this.UnrealPath, this.UsesSharedBuildType, this.BuildPath, new string[] { "" });

            // check it's valid
            if (!CheckResult(Build.BuildCount > 0, "staged build was invalid"))
            {
                MarkComplete();
                return;
            }

            // Create devices to run the client and server
            ITargetDevice PCDevice = new TargetDeviceMac("LocalMac", Globals.TempDir);

            UnrealOptions GameOptions = new UnrealOptions();

            GameOptions.Windowed   = true;
            GameOptions.ResX       = 1280;
            GameOptions.ResY       = 720;
            GameOptions.CommonArgs = "-log";

            UnrealOptions OtherOptions = new UnrealOptions();

            OtherOptions.CommonArgs = "-log";

            // editor configs
            TestInstallThenRun(Build, UnrealTargetRole.EditorGame, PCDevice, UnrealTargetConfiguration.Development, GameOptions);
            TestInstallThenRun(Build, UnrealTargetRole.EditorServer, PCDevice, UnrealTargetConfiguration.Development, OtherOptions);
            TestInstallThenRun(Build, UnrealTargetRole.Editor, PCDevice, UnrealTargetConfiguration.Development, OtherOptions);

            // Monolithic clients
            //TestInstallThenRun(Build, UnrealRoleType.Client, PCDevice, UnrealTargetConfiguration.Development, GameOptions);
            TestInstallThenRun(Build, UnrealTargetRole.Client, PCDevice, UnrealTargetConfiguration.Test, GameOptions);

            // Monolithic servers
            //TestInstallThenRun(Build, UnrealRoleType.Server, PCDevice, UnrealTargetConfiguration.Development, OtherOptions);
            //TestInstallThenRun(Build, UnrealRoleType.Server, PCDevice, UnrealTargetConfiguration.Test, OtherOptions);

            MarkComplete();
        }