~/talk

Tools and Infrastructure for Large Teams

name:Ben Marsh
links:none on file
slides:none on file

Epic uses Perforce with an automated one‑at‑a‑time merge service called RoboMerge (now shipped in UE 4.24) to surface conflicts by email/Slack and spawn interactive shells so the original author fixes them; a five‑person tools team runs ~50 branches on a ~175–200 machine farm. Builds use an XML, parallel‑first pipeline BuildGraph distributed by a scheduler and a lightweight sandboxing/ cache agent BuildAgent; AutoSDK and UnrealGameSync’s BuildHealth deduplicate errors and automate triage.

AI-written summary · about

  1. 0:00Intro
  2. 0:12Background
  3. 2:27Agenda
  4. 3:03Code-Centric Branching
  5. 4:10Content-Centric Branching
  6. 5:02Resolving conflicts
  7. 8:35Preventing conflicts ahead of time
  8. 9:34Registering other branches
  9. 12:13Requirements
  10. 15:14BuildGraph
  11. 17:27Distributed Builds
  12. 22:13Virtualization
  13. 25:38Workspace Management
  14. 29:21BuildAgent
  15. 30:47AutoSDK
  16. 35:29Build Failures
  17. 38:03Build Health System Goals
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