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Fix some Markdown formatting issues in the README.
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enlight committed Apr 11, 2014
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A basic MIT licensed Mercurial source control plugin for Unreal Engine 4.

##Overview
-------------

The Unreal Editor has built-in visual diffing for Blueprint assets, this feature relies on a **Source Control Provider** plugin to interface with the repository your assets are stored in. Currently UE4 ships with built-in source control provider plugins for SVN and Perforce. This source control provider plugin allows the Unreal Editor to interact with a Mercurial repository, thus unlocking all the built-in asset diffing goodness for those of us who prefer to use Mercurial.

##Supported Operating Systems
----------------------------------

The plugin should work on any OS the Unreal Editor can run on, however, I do all my development on Windows so if something isn't working right on another OS please let me know how to fix it :).

##Branches
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The **master** branch should be compatible with the latest binary release of UE4, I will be creating another branch to stay up to date with the **UE4 master** branch.

##Installation
------------

###Prerequisites
You need Mercurial installed on your system, preferably a standalone version that doesn't rely on Python (though that may work too, I just haven't tried). On Windows I'd recommend installing [TortoiseHg](http://tortoisehg.bitbucket.org/), the plugin will then auto-detect the location of the relevant Mercurial executable.

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2. Open the generated Visual Studio solution file (e.g. **MyProject.sln**) and build it.
3. Launch the Unreal Editor, open the project you've just built, and follow the instructions in the next section.

*Note that your existing project must have a **Source** subdirectory with a couple of **.Target.cs** files in it, if it doesn't you may need to follow the steps in the **Building from Scratch** section below and then copy the built plugin into your project(s).*
Note that your existing project must have a **Source** subdirectory with a couple of **.Target.cs** files in it, if it doesn't you may need to follow the steps in the **Building from Scratch** section below and then copy the built plugin into your project(s).

###Editor Configuration
Once you've got a binary version of the plugin (either by building or downloading) follow these steps:
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6. If you installed [TortoiseHg](http://tortoisehg.bitbucket.org/) the **Mercurial Executable** should've been auto-detected, otherwise you need to specify the location of the Mercurial executable (hg.exe on Windows, may be just hg elsewhere).
7. Press the **Accept Settings** button to enable the Mercurial source control provider.

Building from Scratch
-------------------------
##Building from Scratch

The following steps explain how to build the plugin as part of a new (mostly) empty project, in case you hit any issues while attempting to build it as part of an existing project, or as an engine plugin.

1. Create a new **Basic Code (C++)** project from the UE4 editor, e.g. **MyProject**, close the editor.
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