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Co-Authored-By: Juan Felipe Cañizares Corrales <pipecaniza@outlook.com> Co-Authored-By: Edwin Osorio <edwin1106@users.noreply.github.com>
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# Unreal Engine file types. | ||
*.uasset filter=lfs diff=lfs merge=lfs -text | ||
*.umap filter=lfs diff=lfs merge=lfs -text | ||
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# Common Raw Content file types. | ||
*.blend filter=lfs diff=lfs merge=lfs -text | ||
*.fbx filter=lfs diff=lfs merge=lfs -text | ||
*.3ds filter=lfs diff=lfs merge=lfs -text | ||
*.psd filter=lfs diff=lfs merge=lfs -text | ||
*.ai filter=lfs diff=lfs merge=lfs -text | ||
*.svg filter=lfs diff=lfs merge=lfs -text | ||
*.png filter=lfs diff=lfs merge=lfs -text | ||
*.xcf filter=lfs diff=lfs merge=lfs -text | ||
*.bmp filter=lfs diff=lfs merge=lfs -text | ||
*.jpg filter=lfs diff=lfs merge=lfs -text | ||
*.jpeg filter=lfs diff=lfs merge=lfs -text | ||
*.tif filter=lfs diff=lfs merge=lfs -text | ||
*.tiff filter=lfs diff=lfs merge=lfs -text | ||
*.tga filter=lfs diff=lfs merge=lfs -text | ||
*.targa filter=lfs diff=lfs merge=lfs -text | ||
*.mp3 filter=lfs diff=lfs merge=lfs -text | ||
*.wav filter=lfs diff=lfs merge=lfs -text | ||
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# Anything in `/RawContent` dir. | ||
/RawContent/**/* filter=lfs diff=lfs merge=lfs -text |
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# Visual Studio 2015 user specific files | ||
.vs/ | ||
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# Compiled Object files | ||
*.slo | ||
*.lo | ||
*.o | ||
*.obj | ||
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# Precompiled Headers | ||
*.gch | ||
*.pch | ||
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# Compiled Dynamic libraries | ||
*.so | ||
*.dylib | ||
*.dll | ||
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# Fortran module files | ||
*.mod | ||
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# Compiled Static libraries | ||
*.lai | ||
*.la | ||
*.a | ||
*.lib | ||
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# Executables | ||
*.exe | ||
*.out | ||
*.app | ||
*.ipa | ||
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# These project files can be generated by the engine | ||
*.xcodeproj | ||
*.xcworkspace | ||
*.sln | ||
*.suo | ||
*.opensdf | ||
*.sdf | ||
*.VC.db | ||
*.VC.opendb | ||
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# Precompiled Assets | ||
SourceArt/**/*.png | ||
SourceArt/**/*.tga | ||
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# Binary Files | ||
Binaries/* | ||
Plugins/*/Binaries/* | ||
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# Builds | ||
Build/* | ||
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# Whitelist PakBlacklist-<BuildConfiguration>.txt files | ||
!Build/*/ | ||
Build/*/** | ||
!Build/*/PakBlacklist*.txt | ||
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# Don't ignore icon files in Build | ||
!Build/**/*.ico | ||
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# Built data for maps | ||
*_BuiltData.uasset | ||
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# Configuration files generated by the Editor | ||
Saved/* | ||
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# Compiled source files for the engine to use | ||
Intermediate/* | ||
Plugins/*/Intermediate/* | ||
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# Cache files for the editor to use | ||
DerivedDataCache/* |
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# ue4-gitlfs-baseproject | ||
Base project to start using Git LFS with UE4 | ||
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Base files to start using Git LFS with UE4. | ||
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## Instructions | ||
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1. Create your project repo. If you want some free and private repos with [LFS support](https://docs.microsoft.com/en-us/azure/devops/repos/git/manage-large-files?view=azure-devops) you can try [Azure Repos](https://azure.microsoft.com/en-us/services/devops/repos/). | ||
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2. Install git lfs. | ||
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``` | ||
git lfs install | ||
``` | ||
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3. Copy .gitattributes and .gitignore files to the root path of your repo. | ||
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4. Create/copy an UE4 project to the root path of your repo. | ||
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5. You're done! | ||
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## Project structure | ||
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We recommend you to add UE4 files to the **/Content** folder (as you always do) and RAW files (before importing them to UE4) into the folder **/RawContent**. | ||
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## Git LFS Commands | ||
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* After *staging* files to your Git Repo (using the ADD command) you can review which files are going to be uploaded to the Git LFS server suing this command: | ||
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``` | ||
git lfs status | ||
``` | ||
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* To see the list of files being tracked by git-lfs, run: | ||
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``` | ||
git lfs ls-files | ||
``` | ||
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* More info: https://github.com/git-lfs/git-lfs/wiki/Tutorial | ||
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## Base projects | ||
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* git attributes configuration based on: https://github.com/MOZGIII/ue4-gitignore | ||
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* git ignore based on: https://github.com/github/gitignore/blob/master/UnrealEngine.gitignore |