~/talk

Automated Testing at Scale in Sea of Thieves

Talkat Unreal Fest Europe 2019 · 2019-04-10..04-12· [testing, devops-and-delivery]
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slides:none on file

Rare builds an automated pipeline on Unreal’s Automation Framework (FAutomationTestBase, IMPLEMENT_ macros, latent commands) plus custom fixtures and networked Blueprint helpers to run over 100,000 tests (23,000 code/actor tests + 81,000 asset audits). CI (TeamCity) runs suites on preview builds, TeamCity runs tests every 20 minutes, and gating requires a green remote run before check‑in. Map/Blueprint tests run about 20 seconds vs 0.1s for coded tests*, and this stops regressions, keeps bug counts low, and sustains rapid releases.

AI-written summary · about

  1. 0:00Intro
  2. 0:59Sea of Thieves
  3. 1:59In this Presentation
  4. 2:55Why Use Automated Testing?
  5. 4:21What is an Automated Test?
  6. 5:49Unreal's Automation System
  7. 9:48Running Automation Tests
  8. 12:14Map Tests- Capabilities
  9. 13:24Map Tests-Challenges
  10. 15:12The Four Horsemen of the Testing Apocalypse
  11. 16:28Expanding Coded Tests
  12. 18:11Test Types
  13. 19:24Automated Tests Snapshot
  14. 21:53Our Process
  15. 31:38Best Practices • Test behaviour, not implementation
  16. 38:14Summary
  17. 39:02Automated Testing Is Not a Silver Bullet!
  18. 39:37We Are Hiring!
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