~/talk

So You're Trying to Support a Medium Sized Studio....

slides:none on file

Explains concrete automation wins: a Jenkins pipeline calls RunUAT to run Build Graph scripts that batch UBT/UE4 tasks, tag build artifacts and commit only needed files; a custom task auto-commits perforce files. Unreal Game Sync pulls zipped editor builds and shows per-changelist build results. Swarm uses a coordinator plus agents to cut lighting bake time. Shared DDC and pre-warming the cache avoids re-compiling ~40,000 shaders; fixing a hard reference saves ~300 MB of RAM on load.

AI-written summary · about

  1. 0:00Start
  2. 5:15Picking the right tool for the job
  3. 13:03Build Graph: Predefined Tasks
  4. 13:40Build Graph: Nodes
  5. 18:48Build Graph: Invocation with Parameters
  6. 21:05Installed Engine
  7. 22:44Additional Features
  8. 23:42Benefits For: Programmers
  9. 27:24Deployment Options
  10. 28:09Build System Integration
  11. 30:53Swarm: Setup
  12. 31:44Swarm: Build Time Tips
  13. 35:04Available Features
  14. 36:32Screenshot Comparison Tool
  15. 37:25Functional Screenshot Actors
  16. 40:04Continuous Integration Suggestion
  17. 45:04In conclusion
  18. 46:39The Cost of a Hard Reference
  19. 47:42Understanding object loading
  20. 51:45Soft Objects in C++
  21. 52:03Loading in C++
  22. 52:43C++ Loading Tips
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