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update README, let's call this 1.0, since it seems to work!
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README.md

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@@ -33,6 +33,44 @@ Do not copy over the NetFX SDK
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> -SkipDIASDK
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Do not copy over the DIA SDK
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> -OnlyVCTools
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Only copy Visual C++ Toolset
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> -OnlyWindowsSDK
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Only copy Windows SDK
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> -OnlyNetFXSDK
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Only copy NetFX SDK
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> -OnlyDIASDK
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Only copy DIA SDK
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## Using your new AutoSDK setup
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There are at least a few ways you can use AutoSDK:
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- If you are using your own custom build system, you can place the AutoSDK root somewhere on a network drive,
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and then on each Unreal builder that needs to use the AutoSDK, you can set the environment variable UE_SDKS_ROOT
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to the location containing the root AutoSDK file system.
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- You can also copy it locally to every build machine, if you'd like to spend the time to do that, which may be
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useful, versus network mounting it, depending on your situation.
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- You can also submit it to your perforce or other source control system, and have your build scripts ensure that
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each machine has a current copy of the AutoSDK.
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- If you use Unreal Horde, it uses the latter method -- you can configure an autoSdk property in the Unreal Horde
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server's globals.json file, under the "perforceClusters" section, something to the tune of
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```json
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"autoSdk": [
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{
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"name": "AutoSDK-Main",
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"properties": [
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"OSFamily=Windows"
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],
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"stream": "//AutoSDK/main"
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}
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]
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```
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then add ```"useAutoSdk": true``` to each workspaceTypes entry in your project.json. If you do this, each of your
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Horde agents will automatically pull a copy of that perforce stream, and use those SDKs to build with.
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## Contributing
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Pull requests are welcome. For major changes, please open an issue first

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