# 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-.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/