# Visual Studio 2015 user specific files
.vs/

# Compiled Object files
*.slo
*.lo
*.o
*.obj

# Precompiled Headers
*.gch
*.pch

# Compiled Dynamic libraries
*.so
*.dylib
*.dll

# Fortran module files
*.mod

# Compiled Static libraries
*.lai
*.la
*.a
*.lib

# Executables
*.exe
*.out
*.app
*.ipa

# These project files can be generated by the engine
*.xcodeproj
*.xcworkspace
*.sln
*.suo
*.opensdf
*.sdf
*.VC.db
*.VC.opendb
.vsconfig

# Precompiled Assets
SourceArt/**/*.png
SourceArt/**/*.tga

# Binary Files
Binaries/*
Plugins/**/Binaries/*

# Builds
Build/*

# Whitelist PakBlacklist-<BuildConfiguration>.txt files
!Build/*/
Build/*/**
!Build/*/PakBlacklist*.txt

# Don't ignore icon files in Build
!Build/**/*.ico

# Built data for maps
*_BuiltData.uasset

# Configuration files generated by the Editor
Saved/*

# Compiled source files for the engine to use
Intermediate/*
Plugins/**/Intermediate/*

# Cache files for the editor to use
DerivedDataCache/*

# Unreal, project specific
.vscode/
*.code-workspace
Saved/
Intermediate/
Binaries/
DerivedDataCache/
Platforms/*/Binaries/

# Python packages installed for the authoring scripts by Scripts/Authoring/bootstrap-pylib.sh
Scripts/Authoring/.pylib/
__pycache__/

# The terrain generator is a Go program; its binary and preview output are rebuilt from a seed.
Tools/Terrain/bin/
RawContent/World/Preview/
# A planet bake is gigabytes of PNG rebuilt from a template and a seed in an hour or two, and the plan
# beside it is rewritten every run. Neither is worth archiving; Templates/ is the input and is tracked.
RawContent/World/Bake_*/
RawContent/World/Plan/

# The region tiles are 208 MB of PNG regenerated in two minutes from Region.json and the source map in
# Orogen Gens/, which is tracked because it came out of a browser session and cannot be regenerated here.
RawContent/World/RegionTiles/

# The raw Fab/Quixel downloads: 800 MB of 4K JPGs, nine maps per set where the landscape material samples
# three, and re-downloadable from Fab by anyone with the account. What is tracked instead is the 2K extract
# `mapart substances` makes from them, which is what actually gets imported - about a tenth of the size and
# the only part any pipeline reads. Delete Source/ and the substances still rebuild from Substances/.
RawContent/Terrain/Source/

# The biome masks are rendered from the painting and the climate export by `mapart biomes` in a few seconds.
# Their inputs are tracked (Templates/ and Orogen Gens/) and the masks themselves are a product; biomes.json
# beside them is the report of the run that made them.
RawContent/World/Biomes/

# The map art is rendered from the same Orogen Gens/ images in about six seconds by Tools/MapArt, so only its
# manifest is worth tracking. What the map view actually reads is the imported texture in Content/World/Maps/,
# which goes through LFS like every other asset.
RawContent/World/MapArt/*.png
RawContent/World/MapArt/mapart.json
Tools/MapArt/bin/
