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Updated README to point at official docs.
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## Documentation | ||
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This is the scaffold necessary to write a Toolkit engine. | ||
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`startup.py`: This is where you will implement the Unreal install folder detection logic. | ||
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`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. | ||
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`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. | ||
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If desired, a Toolkit plugin can be built into a self-contained package that | ||
doesnt't require Internet access to download code and could be part of the installation folder of Unreal. | ||
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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`. | ||
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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 | ||
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. | ||
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`hooks`: This is the folder with all the requisite scaffold to run our hooks and implement custom Unreal logic. | ||
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). |