Tools and Infrastructure for Large Teams
summary
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.
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chapters (17)
- 0:00Intro
- 0:12Background
- 2:27Agenda
- 3:03Code-Centric Branching
- 4:10Content-Centric Branching
- 5:02Resolving conflicts
- 8:35Preventing conflicts ahead of time
- 9:34Registering other branches
- 12:13Requirements
- 15:14BuildGraph
- 17:27Distributed Builds
- 22:13Virtualization
- 25:38Workspace Management
- 29:21BuildAgent
- 30:47AutoSDK
- 35:29Build Failures
- 38:03Build Health System Goals
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