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UnrealPrototyping/.gitignore
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2026-09-25 17:02:24 +03:00

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# 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/