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A Postmortem on Implementing AutoPlay in UE4 - Unreal Fest Europe 2019 - Unreal Engine

Unreal Engine via YouTube

Overview

Explore the implementation process and outcomes of a non-AI fixed-path AutoPlay system for a AAA action game in Unreal Engine 4 in this presentation from Unreal Fest Europe 2019. Dive into the system's objectives, components, and workflow, including the Recorder and AutoPlay functionalities for movement, state management, special situations, bug detection, and battle scenarios. Examine the implementation costs, version control system rules, and operational workflow. Gain insights into the system's usage results, bottlenecks encountered, and potential future improvements for enhancing game development automation and quality assurance processes.

Syllabus

Intro
Contents
Introductions
Automation 1. Data Updating
QA/QC
Automation 3. System Management
AutoPlay Introduction: Example 1
AutoPlay Objective 1
AutoPlay Objective 2
AutoPlay System Overview! Recorder
AutoPlay System Overview: Recorder
AutoPlay Objective 4
AutoPlay System Overview: AutoPlay (Movement)
AutoPlay System Overview: AutoPlay (State)
AutoPlay System Overview: AutoPlay (Spedal Situations)
AutoPlay System Overview: AutoPlay (Special Situations)
AutoPlay System Overview: AutoPlay (Bug Detection & Taro)
AutoPlay System Overview: AutoPlay (Bug Detection & Tagging)
AutoPlay System Overview: AutoPlay (Battle)
AutoPlay System Overview: AutoPlay (PGO Battle)
AutoPlay System Overview: AutoPlay (Other Features)
AutoPlay System Overview: AutoPlay (Launching)
AutoPlay System Overview: List
AutoPlay Objective 5
AutoPlay Implementation Costs
AutoPlay Operations: Workflow
AutoPlay Operations: VCS Rules
AutoPlay Results Usages 2
AutoPlay Results Usages: Summary
AutoPlay Results Bottlenecks
AutoPlay Results Future Improvements 1
AutoPlay Results Future Improvements 2

Taught by

Unreal Engine

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