@@ -33,6 +33,44 @@ Do not copy over the NetFX SDK
3333> -SkipDIASDK
3434 Do not copy over the DIA SDK
3535
36+ > -OnlyVCTools
37+ Only copy Visual C++ Toolset
38+
39+ > -OnlyWindowsSDK
40+ Only copy Windows SDK
41+
42+ > -OnlyNetFXSDK
43+ Only copy NetFX SDK
44+
45+ > -OnlyDIASDK
46+ Only copy DIA SDK
47+
48+ ## Using your new AutoSDK setup
49+ There are at least a few ways you can use AutoSDK:
50+
51+ - If you are using your own custom build system, you can place the AutoSDK root somewhere on a network drive,
52+ and then on each Unreal builder that needs to use the AutoSDK, you can set the environment variable UE_SDKS_ROOT
53+ to the location containing the root AutoSDK file system.
54+ - You can also copy it locally to every build machine, if you'd like to spend the time to do that, which may be
55+ useful, versus network mounting it, depending on your situation.
56+ - You can also submit it to your perforce or other source control system, and have your build scripts ensure that
57+ each machine has a current copy of the AutoSDK.
58+ - If you use Unreal Horde, it uses the latter method -- you can configure an autoSdk property in the Unreal Horde
59+ server's globals.json file, under the "perforceClusters" section, something to the tune of
60+ ``` json
61+ "autoSdk" : [
62+ {
63+ "name" : " AutoSDK-Main" ,
64+ "properties" : [
65+ " OSFamily=Windows"
66+ ],
67+ "stream" : " //AutoSDK/main"
68+ }
69+ ]
70+ ```
71+ then add ``` "useAutoSdk": true ``` to each workspaceTypes entry in your project.json. If you do this, each of your
72+ Horde agents will automatically pull a copy of that perforce stream, and use those SDKs to build with.
73+
3674## Contributing
3775
3876Pull requests are welcome. For major changes, please open an issue first
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