~/talk

A Postmortem on Implementing AutoPlay in UE4

Talkat Unreal Fest Europe 2019 · 2019-04-10..04-12· [game-development]
links:none on file
slides:none on file

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

  1. 0:00Intro
  2. 0:53Contents
  3. 1:25Introductions
  4. 2:53Automation 1. Data Updating
  5. 3:17QA/QC
  6. 6:40Automation 3. System Management
  7. 7:37AutoPlay Introduction: Example 1
  8. 11:11AutoPlay Objective 1
  9. 12:56AutoPlay Objective 2
  10. 13:44AutoPlay System Overview! Recorder
  11. 15:14AutoPlay System Overview: Recorder
  12. 17:14AutoPlay Objective 4
  13. 18:08AutoPlay System Overview: AutoPlay (Movement)
  14. 20:02AutoPlay System Overview: AutoPlay (State)
  15. 22:01AutoPlay System Overview: AutoPlay (Spedal Situations)
  16. 22:40AutoPlay System Overview: AutoPlay (Special Situations)
  17. 24:24AutoPlay System Overview: AutoPlay (Bug Detection & Tagging)
  18. 24:44AutoPlay System Overview: AutoPlay (Battle)
  19. 25:49AutoPlay System Overview: AutoPlay (PGO Battle)
  20. 26:23AutoPlay System Overview: AutoPlay (Other Features)
  21. 27:11AutoPlay System Overview: AutoPlay (Launching)
  22. 27:45AutoPlay System Overview: List
  23. 29:09AutoPlay Objective 5
  24. 29:52AutoPlay Implementation Costs
  25. 31:26AutoPlay Operations: Workflow
  26. 32:58AutoPlay Operations: VCS Rules
  27. 33:54AutoPlay Results Usages 2
  28. 35:13AutoPlay Results Usages: Summary
  29. 36:42AutoPlay Results Bottlenecks
  30. 37:54AutoPlay Results Future Improvements 1
  31. 38:36AutoPlay Results Future Improvements 2
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