STRTL — Dev Services

Game development infrastructure

Horde
CI/CD & Build Orchestration
Build dashboard, job history, and agent management. Monitors Perforce changelists and triggers UE builds automatically. Provides build status badges for UnrealGameSync.
URL
https://horde.services.strtl.games
Auth
Google SSO OIDC
click anywhere outside to return it Open ↗
Swarm
Code Review
Web-based code review for Perforce changelists. Review shelved files, leave comments, approve or reject changes before they are submitted.
URL
https://swarm.services.strtl.games
Auth
Google SSO via Helix Auth OIDC
click anywhere outside to return it Open ↗
QA Toolkit
Smoke-Test Runs & Checklists
The shared smoke-test checklist. Pick a platform scope (All / PC / Xbox / PS5), start a run against a branch and CL, and work through the checks marking each pass, fail, blocked or in progress. Several testers can work the same run at once and see each other’s updates live. Failures take a Jira ticket in the note, and the run links every referenced ticket in one filter. Finished runs are archived permanently and stay browsable read-only, replaying the checklist exactly as it was when the run started.
URL
https://qa.services.strtl.games
Auth
Google SSO, @strtl.games only OIDC
Who you are
Taken from your sign-in, there is no name to pick
click anywhere outside to return it Open ↗
Error Tracker
Crashes, Asserts & Ensures
Every crash from Curator uploads here instead of to Epic. Reports that share a fault are grouped into one error with a counter, a callstack, the affected builds and downloadable minidumps, and each error gets a single message in #crash-reports that is edited in place as it moves. Drag cards across New → In progress → Not reproducible → Resolved, and leave notes on what you tried. Nothing is deleted: a fault returning a year later is reported as a return, not as a new ticket. Ensures are Unreal’s non-fatal checks and are mostly the engine’s own, so they are hidden by default and only reach Slack after 20 occurrences or once someone takes them.
Board
https://errors.services.strtl.games
Auth
Google SSO, @strtl.games only OIDC
Slack
#crash-reports
click anywhere outside to return it Open ↗
Perforce
Version Control — Helix Core
Central version control for code and binary assets. Supports file locking for UE assets (.uasset, .umap). Connect via P4V, UE Editor, or command-line p4 client.
Server address
p4.services.strtl.games:1666
Auth
Google SSO via Helix Auth OIDC
Access
IP whitelist — email devops@strtl.games to add your IP
Download client
P4V (GUI + CLI in one installer)
Quick start
1. Install P4V
2. Open P4V → Server: p4.services.strtl.games:1666, User: your name
3. Browser opens for Google SSO → sign in
4. In UE Editor: Edit → Project Settings → Source Control → Provider: Perforce → set same server & user
UnrealGameSync
Team Sync Tool
Desktop app showing changelist timeline with build statuses. Sync to known-good changelists. Requires local build from UE source (Engine/Source/Programs/UnrealGameSync).
Horde server
https://horde.services.strtl.games
P4 server
p4.services.strtl.games:1666
Setup
Build from UE source, configure in UGS settings
Docs
Epic Games — UGS Documentation
state shown on the face is Horde plus Perforce, since UGS needs both