So You're Trying to Support a Medium Sized Studio....
summary
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.
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chapters (22)
- 0:00Start
- 5:15Picking the right tool for the job
- 13:03Build Graph: Predefined Tasks
- 13:40Build Graph: Nodes
- 18:48Build Graph: Invocation with Parameters
- 21:05Installed Engine
- 22:44Additional Features
- 23:42Benefits For: Programmers
- 27:24Deployment Options
- 28:09Build System Integration
- 30:53Swarm: Setup
- 31:44Swarm: Build Time Tips
- 35:04Available Features
- 36:32Screenshot Comparison Tool
- 37:25Functional Screenshot Actors
- 40:04Continuous Integration Suggestion
- 45:04In conclusion
- 46:39The Cost of a Hard Reference
- 47:42Understanding object loading
- 51:45Soft Objects in C++
- 52:03Loading in C++
- 52:43C++ Loading Tips
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