@Tom00000
Hey Tom,
So now that I’m at my desk and not writing a response from my cell phone while at the doctor’s office, I can provide better details and links to some pages that have already gone up. 
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Automation System:
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Between two of us on the doc team, we wrote, rewrote, or significantly updated a total of 6 pages for this section. Some of these still need to be reviewed before they are published, but they are coming! Some have been published and linked below. A lot of these pages give you a general idea about setting up different automation testing, although the automation system is used for much more than just testing (ie. packaging and buildgraph).
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Project Launcher Reference and Build Operations (Build, Cook, Deploy, & Run)
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I just finished writing these yesterday to submit, so they are still early in our review process (4 additional stages of checks to go through to make sure they are golden!).
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The Project Launcher reference will be like any reference page and include all the properties and settings with their descriptions of what they do.
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The Build Operations page will cover the following topics to which you should find some good value if you’re curious about cook processes:
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It’ll cover the various Packaging Methods (Launch On, Using the Project Launcher, and Command Line)
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It’ll break down the process for Content Cooking for **Cook By The Book **and Cook On The Fly
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Lastly, it’ll cover some deploying builds using the Project Launcher.
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Patching/DLC and Unreal Frontend.
To answer some of your direct questions that I couldn’t earlier.
Unreal/Session Frontend
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The UnrealFrontend cannot be found anymore through Window, the only way I could open it was in the engine binaries (this is documented), maybe remove the section about how to access it through the Unreal Editor or clarify how we can access it. Device manager (which is only a small part of the UnrealFrontend) could be found under the launch menu.
UFE can be found as an in-Editor tool under Windows > Developer Tools > Session Frontend. UFE is a standalone program that houses the device manager, project launcher, and the session frontend without using the Editor directly. The benefit of this is that if you use the in-Editor session frontend and the Editor crashes, UFE will not crash as well. There are other benefits, but that's a really big one since it is its own program that can be loaded.
So with UFE, since it is a standalone program, it loads with the device manager and project launcher so that you can have access to the list of detected devices on the network you can claim and use. The Project Launcher enables you to use these claimed machines on the network to remotely cook build and deploy content to that can then be run and tested using the session frontend.
The Unreal Remote Agent, is there any progress on the update? Searching through the engine files didn’t result in any results.
I'd have to check, but I'm not sure where this stands with additional development. I can't find anything on it aside from posts from well before UE4 was announced, so my inclination is it isn't really being worked on and I've not seen anything come down the pipe about it. :/
** UAT and packaging**
I didn't include this in the BuildOps or Project Launcher pages, but this is good! It wasn't mentioned by the engineer as something to add, but I'll get that in before the pages go live. :)
The advanced settings of Cook, Http chunks,…
If you create a Custom Profile in the Project Launcher, most of these should offer a tooltip when hovered over. Some do not, but they'll be documented in the Project Launcher reference page.
What does the “is this build for distribution to the public” mean in Package?
Checked and this one definitely has a tooltip that reads "If checked, the build will be marked as for release to the public (distribution)". This is the same as setting "For Distribution" in the Project Settings > packaging. A for distribution build will use the Shipping Configuration meaning that it will strip out things like the profiling tools and console commands that are available in development builds. Distribution builds are also required for publishing builds to some places like the iOS App store or Androids Play Store.
So hopefully that helps explain some of the plans (at least that I’m aware of, have personally worked on or will eventually work on). For the ones in the review process, I don’t have an exact ETA, but hopefully they’ll get pushed through our process soon enough. Towards this time of year with the holidays time can be much more limited, but we’ll do our best. 
-Tim