Seconding this - in-depth engine spelunking that explains the inner workings on the rendering pipeline, input pipeline, networking etc.
But one thing I’d love to see more - Production Workflows. The Engine is just part of the story, I want to know how you guys use it in your production pipeline. A few examples of what I mean:
- In some talk someone once mentioned that you move your HLOD actors to the Persistent Level in Fortnite and effectively use those as entire-sublevel-impostors. I would like to know more such level optimizations, aka how you use your own tools in your own projects.
- I know you use GameSync with Perforce to share your games among your teams, but are your projects laid out on your repos (do you have game-specific engine branches etc.) and what kind of automation tools and script do you use to build and test your projects? Do you run doxygen on your game code to generate documentation for the game similar to how the engine docs are generated? Do you have a Fortnite/Documentation folder for the project? I would like to know more about your high-level project structure and how you do the whole “scaffolding” around the games themselves.
- How do you organize your assets and what tools do you use to e.g. enforce naming conventions? Do you do commit-time checks to ensure all the assets are validated, if so, how? What about the asset import pipeline, do you just import assets manually? What are your techniques for asset management and ensuring things scale properly and things are in-sync with art updates etc.
I think a lot of these could be just summed up as a “Epic’s Internal Workflows” course.