You've already forked UnrealEngineUWP
mirror of
https://github.com/izzy2lost/UnrealEngineUWP.git
synced 2026-03-26 18:15:20 -07:00
#rnx #rb none #jira none #ROBOMERGE-OWNER: ryan.durand #ROBOMERGE-AUTHOR: ryan.durand #ROBOMERGE-SOURCE: CL 10869242 in //Fortnite/Release-12.00/... via CL 10869536 #ROBOMERGE-BOT: FORTNITE (Main -> Dev-EngineMerge) (v613-10869866) [CL 10870955 by Ryan Durand in Main branch]
18 lines
1.1 KiB
Plaintext
18 lines
1.1 KiB
Plaintext
// Copyright Epic Games, Inc. All Rights Reserved.
|
|
|
|
Since the Datasmith Revit Exporter is programmed in C#, the standard build process just runs a post-build step to build
|
|
in batch the release configuration of Visual Studio C# project file DatasmithRevit<year>\DatasmithRevit<year>.csproj.
|
|
|
|
To develop the C# code, it is preferable to directly open DatasmithRevit<year>\DatasmithRevit<year>.csproj in Visual Studio.
|
|
|
|
The Visual Studio C# project automatically includes all the Datasmith Revit Exporter C# files from project directory Private
|
|
and all the Datasmith Facade C# files from directory Enterprise\Binaries\Win64\DatasmithFacadeCSharp\Public.
|
|
|
|
Outside of Epic Games, environment variable Revit_<year>_API must be set to the Revit API third party directory
|
|
on the developer's workstation.
|
|
|
|
Inside of Epic Games, when opening the Visual Studio C# project directly, environment variable Revit_<year>_API must be set
|
|
to the developer's Perforce workspace directory Enterprise\Source\ThirdParty\NotForLicensees\Revit\Revit_<year>_API.
|
|
|
|
At this time, <year> can be in the range [2018..2020].
|