Files
UnrealEngineUWP/Engine/Source/Programs/Enterprise/Datasmith/DatasmithRevitExporter/ReadMe.txt
Ryan Durand 9ef3748747 Updating copyrights for Engine Programs.
#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]
2019-12-26 23:01:54 -05:00

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].