61 lines
3.1 KiB
Markdown
61 lines
3.1 KiB
Markdown

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**Horde** is a set of services supporting workflows Epic uses to develop Fortnite,
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Unreal Engine, and other titles.
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It is provided with full source code to Unreal Engine licensees, and is meant for licensees to host and configure
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themselves. We provide pre-built Docker images for deployment on Linux, and an MSI installer for Windows.
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Horde offers the following functionality, most of which may be enabled or disabled independently:
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* **[Remote Execution](Docs/Tutorials/RemoteCompilation.md)**: Functionality to offload compute work to other machines,
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including C++ compilation with **Unreal Build Accelerator**.
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* **[Build Automation (CI/CD)](Docs/Tutorials/BuildAutomation.md)**: A build automation system designed for teams working
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with large Perforce repositories.
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* **[Test Automation](Docs/Config/AutomationHub.md)**: A frontend for querying automation results across streams and
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projects, integrated with AutomationTool and Gauntlet.
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* **[Studio Analytics](Docs/Tutorials/Analytics.md)**: Receives telemetry from Unreal Editor, and shows charts for
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key workflow metrics.
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* **[UnrealGameSync Metadata Server](Docs/Config/UgsMetadataServer.md)**: Various features for teams using
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UnrealGameSync, including build status reporting, comment aggregation, and crowdsourced build health functionality.
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* **[Mobile/Console Device Management](Docs/Tutorials/DeviceManager.md)**: Tools for managing a farm of development kits and
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mobile devices.
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Read more about our [goals and philosophy](Docs/Goals.md), or check out the [FAQ](Docs/Faq.md).
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## Status
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Horde is considered production ready for Unreal Engine licensees.
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See also: [Feature Status](Docs/Features.md)
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## Getting Started
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* **[Install the Horde agent](Docs/Tutorials/InstallHorde.md)**
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* **[Enable remote C++ compilation](Docs/Tutorials/RemoteCompilation.md)**
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* **[Enable remote shader compilation](Docs/Tutorials/RemoteShaderCompilation.md)**
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* **[Set up build automation](Docs/Tutorials/BuildAutomation.md)**
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* **[Enable test automation with Gauntlet](Docs/Tutorials/TestAutomation.md)**
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* **[Get telemetry and analytics for your team](Docs/Tutorials/Analytics.md)**
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* **[Work with mobile and console devices](Docs/Tutorials/DeviceManager.md)**
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* **[Install UnrealGameSync and distribute Unreal Editor to your team](Docs/Tutorials/UnrealGameSync.md)**
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* **[Enable authentication](Docs/Tutorials/Authentication.md)**
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## Reference
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Horde's reference documentation is divided into sections by target audience:
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* [**Deploying Horde**](Docs/Deployment.md)
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* Information on the architecture and components making up Horde, and best practices for deploying them.<br>
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**Audience:** IT, sysadmins, coders intending to modify Horde.
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* [**Configuring and Operating Horde**](Docs/Config.md)
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* Describes how to set up and administer Horde.<br>
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**Audience:** Build/dev ops teams, admins.
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* [**Horde Internals**](Docs/Internals.md)
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* Describes how to build and modify Horde and its architecture.<br>
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**Audience:** Developers wishing to extend Horde.
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## Further Reading
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* [Glossary](Docs/Glossary.md)
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