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

< 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?

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.

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