Hey Marcos,
I can’t give too many specific details around Fortnite, but I can talk about some more high level concepts that we employ.
- I’d highly recommend reviewing Game Feature Plugins. This is a way that you can create optional content to the game, and as such, you can sequester
- You can control what folders are being robomerged, such that you don’t include the content to be replicated over into the release branch until it’s ready
- E.g. Engine\InternalOnly
- E.g. Engine\Plugins\InternalOnly
- This is more or less a strategy that we employ even within engine dev to keep internal BuildGraph scripts separate from our formal release
With the above two, you should be able to reasonably control:
- Modular feature & content development
- Integration/replication therein
I hope that helps, and gives a couple of mechanisms that we utilize internally at a conceptual level in order to keep development modular, and control the flow of changes.
Julian