Files
UnrealEngineUWP/Engine/Source/Programs/Horde
kevin macaulayvacher 8b887d6c5c Adds a new step to TSAN error process to allow a report of only the unique TSAN errors to be displayed. This step parses the output log from the test run and displays the unique errors and removes any interwoven log lines that are irrelevant.
Doing so the TSAN log matcher can now generate logs that contain the full TSAN error context in a single log. An TSAN IssueHandler has been added which looks for the summary log event and generates an issue keyed off the summary error reason and the file in error. The goal being to generate an issue per unique TSAN error

The TSANLogMatcher has had a test added to ensure we properly log only TSAN errors, and the file was renamed to fix warnings regarding file name and class name must matching.

EditorPerf timeouts have been reduced as we were waiting for 8 hours in cases when no tests were running due to errors in the config

#jira UE-212560
#rb Ben.Marsh
[FYI] Francis.Hurteau

[CL 33261211 by kevin macaulayvacher in ue5-main branch]
2024-04-26 08:42:40 -04:00
..
2024-03-28 17:33:36 -04:00

HordeHorde

Horde is a set of services supporting workflows Epic uses to develop Fortnite, Unreal Engine, and other titles.

It is provided with full source code to Unreal Engine licensees, and is meant for licensees to host and configure themselves. We provide pre-built Docker images for deployment on Linux, and an MSI installer for Windows.

Horde offers the following functionality, most of which may be enabled or disabled independently:

  • Remote Execution: Functionality to offload compute work to other machines, including C++ compilation with Unreal Build Accelerator.
  • Build Automation (CI/CD): A build automation system designed for teams working with large Perforce repositories.
  • Test Automation: A frontend for querying automation results across streams and projects, integrated with AutomationTool and Gauntlet.
  • Studio Analytics: Receives telemetry from Unreal Editor, and shows charts for key workflow metrics.
  • UnrealGameSync Metadata Server: Various features for teams using UnrealGameSync, including build status reporting, comment aggregation, and crowdsourced build health functionality.
  • Mobile/Console Device Management: Tools for managing a farm of development kits and mobile devices.

Read more about our goals and philosophy, or check out the FAQ.

Status

Horde is under heavy development, and large parts of it are still in flux. While we use aspects of it (particularly the CI system) heavily at Epic, we consider it experimental for Unreal Engine licensees and offer limited support for it.

See also: Feature Status

Getting Started

Reference

Horde's reference documentation is divided into sections by target audience:

  • Deploying Horde
    • Information on the architecture and components making up Horde, and best practices for deploying them.
      Audience: IT, sysadmins, coders intending to modify Horde.
  • Configuring and Operating Horde
    • Describes how to set up and administer Horde.
      Audience: Build/dev ops teams, admins.
  • Horde Internals
    • Describes how to build and modify Horde and its architecture.
      Audience: Developers wishing to extend Horde.

Further Reading