If you have the Git credential manager core installed, you should not be prompted for your credentials anymore.
## Building the Engine
### Build Requirements and redistributables
* Visual Studio 2019 16.9.2 (All versions supported, including Community):[https://visualstudio.microsoft.com/downloads/](https://visualstudio.microsoft.com/downloads/)
* Install the following workloads:
* Game Development with C++
* MSVC v142 - VS 2019 C++ x64/x86
* Visual C++ redistributable:[https://visualstudio.microsoft.com/downloads/#other-family](https://visualstudio.microsoft.com/downloads/#other-family)
* FBXSDK for VS2015:[https://www.autodesk.com/developer-network/platform-technologies/fbx-sdk-2016-1-2](https://www.autodesk.com/developer-network/platform-technologies/fbx-sdk-2016-1-2)
1. Download the 3rdParty zip file from here:**[https://d2c171ws20a1rv.cloudfront.net/3rdParty-windows-no-symbols-rev7.zip](https://d2c171ws20a1rv.cloudfront.net/3rdParty-windows-no-symbols-rev7.zip)**
2. Unzip this file into a writable folder. This will also act as a cache location for the 3rdParty downloader by default (configurable with the `LY_PACKAGE_DOWNLOAD_CACHE_LOCATION` environment variable)
3. Install the following redistributables to the following:
- Visual Studio and VC++ redistributable can be installed to any location
- FBXSDK should be installed to `<3rdParty path>\FbxSdk\2016.1.2-az.1`. See the README in this folder for details
- WWise should be installed to: `<3rdParty Path>\Wwise\2019.2.8.7432`
- CMake should be installed to: `<3rdParty Path>\CMake\3.19.1`
4. Add the following environment variables through the command line
```
set LY_3RDPARTY_PATH=<Locationoftheunzipped3rdPartyzip>
set LY_PACKAGE_SERVER_URLS="https://d2c171ws20a1rv.cloudfront.net"
```
5. Configure the source into a solution using this command line, replacing <yourbuildlocation> to a path you've created
6. Alternatively, you can do this through the CMake GUI:
1. Start `cmake-gui.exe`
2. Select the local path of the repo under "Where is the source code"
3. Select a path where to build binaries under "Where to build the binaries"
4. Click "Configure"
5. Wait for the key values to populate. Fill in the fields that are relevant, including `LY_3RDPARTY_PATH`, `LY_PACKAGE_SERVER_URLS`, and `LY_PROJECTS`
6. Click "Generate"
7. The configuration of the solution is complete. To build the Editor and AssetProcessor to binaries, run this command inside your repo: