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UnrealEngine/Engine/Source/Programs/Horde/Docs/Config.md
2025-05-18 13:04:45 +08:00

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Horde > Configuration

Configuration

This section targets operating and managing Horde installations and shares some best practices learned from supporting it for teams at Epic.

General

  • Orientation: Get familiar with how Horde is configured, how to store configuration data in revision control, and how to set up a schema server.
  • Permissions: Understand how to use the Horde permissions model.

Plugins

Horde is implemented as a set of plugins on a host server. For information about enabling or disabling specific plugins, see Configuration > Plugins.

Analytics

Experimental solution for studio-wide analytics and metrics gathering, with support integrated into AutomationTool, UnrealBuildTool and Unreal Editor.

  • Analytics: Setting up a telemetry sink and creating dashboards showing KPIs.

Build

Mature build automation system similar to Jenkins or TeamCity, designed and streamlined for Unreal Engine projects and best practices adopted by Epic.

  • Build Automation: Introduction to Horde's Build Automation and CI/CD system.
  • Artifacts: Managing and distributing artifacts produced by build steps.
  • Devices: Adding mobile devices and console development kits as shared resources.
  • Automation Hub: Dashboard for surfacing test jamdata and trends across multiple projects and streams.
  • UGS Metadata Server: Surfaces team metadata to users of UnrealGameSync.

Compute

Manages worker machines that can be leased out to perform workloads, including build automation and remote execution use cases.

  • Compute: Configuring agent pools and compute clusters.
  • Agents: Configuring worker machines to connect to the Horde server for CI and remote execution workspaces.

Experimental

Experimental research and development functionality within Horde. While functional, this plugin is subject to change without notice.

  • Experimental: Configuring the current functionality of this plugin.

Scheduled Downtime

Manages the maintenance windows.

Secrets

Managed access to sensitive data integrated with Horde's permissions model.Secrets may be stored in Horde itself, or in an external secret store.

  • Secrets: Configuring secrets and external secret providers.

Storage

Flexible, low overhead storage abstraction suitable for many different use cases. Used by Horde internally, but it can also be used directly by client applications.

  • Storage: Setting up and managing the storage system.

Symbols

Implements a Windows symbol store indexing artifacts uploaded to Horde's storage system.

  • Symbols: Adding symbol stores and configuring clients to use them.

Tools

Hosts tools and utilities that can be downloaded by users using UnrealGameSync or Unreal Toolbox.

  • Tools: Configure tools hosted by Horde.

Reference