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@vilbeyli
Last active October 31, 2022 04:17
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perforce ignore file for ue4 repo
# Ignore project files in the root
*.sln
!*\*.sln
.vs
*.suo
*.opensdf
*.sdf
*.pdb
*-Debug.dll
*.xcodeproj
.\Makefile
.\CMakeLists.txt
.\.ue4dependencies
ipch\*
# Packaged engine builds
LocalBuilds\*
# DDC should never be checked in
Engine\DerivedDataCache\*
Templates\**\DerivedDataCache\*
# Engine intermediates & binaries
Engine\Intermediate\*
Engine\Plugins\**\Intermediate\*
Engine\Programs\**\Intermediate\*
Engine\Binaries*
Engine\Plugins\**\Binaries\*
# Feature Packs (they might get updated with langauge packs?)
FeaturePacks\*
# Samples & Templates
Templates\**\Intermediate\*
Templates\**\Saved\*
Samples\**\Intermediate\*
# C# Intermediate folders
Engine\Source\Programs\**\obj\*
Engine\Platforms\**\Programs\**\obj\*
# Saved folders for programs should not be checked in
Engine\Programs\**\Saved\*
Engine\Programs\UnrealBuildTool\*
# Ignore any saved local files
Engine\Saved\*
# Ignore any build receipts
Engine\Build\Receipts\*
# Ignore Unix backup files
*~
# Ignore Mac desktop services store files
.DS_Store
# Ignore crash reports
crashinfo--*
# Ignore linux project files
*.user
*.pro
*.pri
*.kdev4
#
# Setup.bat Ignores
#
# There already might be some files pushed into the repo that would otherwise be
# filtered: those are from the initial commit, coming directly from UE4-GitHub.
# After running Setup.bat, the folders below will be populated with ~46GB of
# files. Hence we'll be blanked ignoring some directories such as ThirdParty,
# Media, Content, etc. If we want to change anything in those blanked-ignored
# folders, we should unignore the specific thing we're adding.
#
.git\*
Samples\**\Content\*
Samples\**\Media\*
Templates\**\Content\*
Templates\**\Media\*
Templates\Media\*
Engine\Platforms\**\Content\*
Engine\Documentation\*
Engine\Extras\*
Engine\Content\*
Engine\Build\*
Engine\Source\ThirdParty\*
Engine\Source\Programs\*
Engine\Source\Developer\*
Engine\Plugins\*
# Specific files
Engine\Config\ShaderCategories.csv
.tgitconfig
.ue4dependencies
# After all this above, there's still a couple folders and files left that doesn't
# fit the filtering criteria above, so we handle them individually here.
Engine\Source\Runtime\Navmesh\RecastDemo*
Engine\Source\Runtime\Launch\Resources\Mac*
Engine\Source\Runtime\Launch\Resources\Linux*
Engine\Source\Runtime\Experimental\Voronoi\Private\voro++*
Engine\Source\Runtime\Apple\MetalRHI\Public\ue4_stdlib.metal
Engine\Source\Runtime\AVEncoder\Private\Microsoft\Windows\ThirdParty\NvEncoder\LicenseAgreement.pdf
Engine\Source\Runtime\Experimental\Chaos\.clang-format
Engine\Source\Runtime\TraceLog\Private\Trace\LZ4\Epic.patch
Templates\TemplateResources\Standard\*.FBX
#
# PLUGINS
#
# Plugins that come with Setup.bat are ignored above altogether, so we un-ignore
# the custom plugins we want to ship with the customized UE4.
!Engine\Plugins\Marketplace*
!Engine\Plugins\Runtime\HoudiniEngine*
# ... but keep ignoring their Build & Intermediate
Engine\Plugins\Marketplace\**\Intermediate\*
Engine\Plugins\Marketplace\**\Binaries\*
Engine\Plugins\Runtime\**\Intermediate\*
Engine\Plugins\Runtime\**\Binaries\*
#
# PackageEngine.bat Ignores
#
# Packaging the engine will generate some .ini files which are safe to ignore
#
Samples\**\Saved\*
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