Skip to content

Commit 2a2882d

Browse files
Updated README to point at official docs.
1 parent e589cdf commit 2a2882d

File tree

1 file changed

+1
-17
lines changed

1 file changed

+1
-17
lines changed

README.md

Lines changed: 1 addition & 17 deletions
Original file line numberDiff line numberDiff line change
@@ -1,19 +1,3 @@
11
## Documentation
22

3-
This is the scaffold necessary to write a Toolkit engine.
4-
5-
`startup.py`: This is where you will implement the Unreal install folder detection logic.
6-
7-
`engine.py`: This is the heart of the integration between Toolkit and Unreal. It is responsible for adding menu entries, implementing panel support, routing messages to the console, etc.
8-
9-
`plugins`: This is the Toolkit plugin folder. A Toolkit plugin is a piece of code that can be run inside a DCC to initialize Toolkit and launch the engine.
10-
11-
If desired, a Toolkit plugin can be built into a self-contained package that
12-
doesnt't require Internet access to download code and could be part of the installation folder of Unreal.
13-
14-
The other way to invoke this plugin is to leverage the something akin to MAYA_PATH, where Maya walks the paths specified in that variable and load any file named `userSetup.py`.
15-
16-
So, assuming Unreal has something like UNREAL_PATH that picks up files named unreal_plugin.py, the `startup.py` logic would update UNREAL_PATH to point to
17-
a folder inside the repo that contains `unreal_plugin.py` and that file would invoke the bootstrap.py file and let it do its thing.
18-
19-
`hooks`: This is the folder with all the requisite scaffold to run our hooks and implement custom Unreal logic.
3+
For more information on how to run the Shotgun/Unreal integration, please see the [support documentation](https://docs.unrealengine.com/en-us/Editor/Content/Using-Unreal-Engine-with-Autodesk-Shotgun).

0 commit comments

Comments
 (0)