Files
UnrealEngineUWP/Engine/Source/Programs/Enterprise/Datasmith/DatasmithRevitExporter
JeanLuc Corenthin 33689a5341 Fixed crash on sync on all exporters.
- Root cause: In cl 17646035, the value of bBuildWithEditorOnlyData in the different Target.cs failes was changed from true to false. Doing so implies the use of the wrong BulkData on which the Datasmith mesh serialization is relying on and generates the crash.
  - Solution: Move bBuildWithEditorOnlyData  back to true.
Note the reason why the change was made in the first place has not been found yet.

#jira UE-145285
#rb none
#preflight 6228d36e0d5a90e98ec5719b

[CL 19322125 by JeanLuc Corenthin in ue5-main branch]
2022-03-09 12:23:38 -05:00
..

// 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..2022].