A Postmortem on Implementing AutoPlay in UE4
summary
Implements a non-AI fixed-path AutoPlay for UE4.17.2 that reads plain text coordinate-and-button files recorded by a simple recorder, runs on PS4/Xbox One Dev kits, and drives players between waypoints while replicating inputs, executing commands, looping and retrying; development takes ~2 months plus 1 month to reach feature complete, data ends up as 20 data files with ~400 revisions, the runtime handles 31 States and bug checks (Kill‑Z, >5 minute travel, total time) and yields ~900 work-days of automated runs and PGO data.
AI-written summary · about
chapters (31)
- 0:00Intro
- 0:53Contents
- 1:25Introductions
- 2:53Automation 1. Data Updating
- 3:17QA/QC
- 6:40Automation 3. System Management
- 7:37AutoPlay Introduction: Example 1
- 11:11AutoPlay Objective 1
- 12:56AutoPlay Objective 2
- 13:44AutoPlay System Overview! Recorder
- 15:14AutoPlay System Overview: Recorder
- 17:14AutoPlay Objective 4
- 18:08AutoPlay System Overview: AutoPlay (Movement)
- 20:02AutoPlay System Overview: AutoPlay (State)
- 22:01AutoPlay System Overview: AutoPlay (Spedal Situations)
- 22:40AutoPlay System Overview: AutoPlay (Special Situations)
- 24:24AutoPlay System Overview: AutoPlay (Bug Detection & Tagging)
- 24:44AutoPlay System Overview: AutoPlay (Battle)
- 25:49AutoPlay System Overview: AutoPlay (PGO Battle)
- 26:23AutoPlay System Overview: AutoPlay (Other Features)
- 27:11AutoPlay System Overview: AutoPlay (Launching)
- 27:45AutoPlay System Overview: List
- 29:09AutoPlay Objective 5
- 29:52AutoPlay Implementation Costs
- 31:26AutoPlay Operations: Workflow
- 32:58AutoPlay Operations: VCS Rules
- 33:54AutoPlay Results Usages 2
- 35:13AutoPlay Results Usages: Summary
- 36:42AutoPlay Results Bottlenecks
- 37:54AutoPlay Results Future Improvements 1
- 38:36AutoPlay Results Future Improvements 2
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