[Solved] What:skookumscript stuff to ignore when committing to UE4 fork


#1

< When committing changes to a UE4 engine fork >
If I don’t want to commit (force people to use) :sk:, will adding all unique ignores found here do the job?


#2

If the engine source has :sk: built in then you will want to also ignore Engine/Plugins/SkookumScript, the plugin is enabled by default so you could also just include it so that it gets compiled but change the .uplugin so that it is not enabled by default.


#3

Thanks a lot for the info/options. Much appreciated!