All Projects → MOZGIII → Ue4 Gitignore

MOZGIII / Ue4 Gitignore

Licence: mit
A git setup example with git-lfs for Unreal Engine 4 projects.

Projects that are alternatives of or similar to Ue4 Gitignore

Ue4 Binary Builder
An application designed to create installed Unreal Engine builds (aka Rocket builds) from Unreal Engine GitHub source.
Stars: ✭ 292 (+94.67%)
Mutual labels:  unreal-engine, ue4, unreal-engine-4, unreal, unrealengine
Unreal-Binary-Builder
An application designed to create installed Unreal Engine builds (aka Rocket builds) from Unreal Engine GitHub source.
Stars: ✭ 554 (+269.33%)
Mutual labels:  unreal, unrealengine, unreal-engine, ue4, unreal-engine-4
RuntimeBPs
This project allows for visual scripting in UE4 similar to Blueprints, but at runtime. The way this is set up does not make use of any UE4 boilerplate and could with a few adjustments be used in another engine.
Stars: ✭ 77 (-48.67%)
Mutual labels:  unreal, unrealengine, unreal-engine, ue4, unreal-engine-4
Unrealcpp
Unreal Engine 4 C++ examples
Stars: ✭ 490 (+226.67%)
Mutual labels:  unreal-engine, ue4, unreal-engine-4, unreal, unrealengine
gamedevguide
Game Development & Unreal Engine Programming Guide
Stars: ✭ 314 (+109.33%)
Mutual labels:  unreal, unrealengine, unreal-engine, ue4, unreal-engine-4
Unreal Polygonal Map Gen
An Unreal Engine 4 implementation of the Polygonal Map Generator for generating islands found at http://www-cs-students.stanford.edu/~amitp/game-programming/polygon-map-generation/
Stars: ✭ 229 (+52.67%)
Mutual labels:  unreal-engine, ue4, unreal-engine-4, unreal, unrealengine
Ue4 Style Guide
An attempt to make Unreal Engine 4 projects more consistent
Stars: ✭ 2,656 (+1670.67%)
Mutual labels:  unreal-engine, ue4, unreal-engine-4, unreal, unrealengine
ue5-style-guide
An attempt to make Unreal Engine 4 projects more consistent
Stars: ✭ 2,892 (+1828%)
Mutual labels:  unreal, unrealengine, unreal-engine, ue4, unreal-engine-4
DualSenseWindows UE4
Unreal Engine 4 port of the Windows API for the PS5 DualSense controller created at Ohjurot/DualSense-Windows
Stars: ✭ 25 (-83.33%)
Mutual labels:  unreal, unrealengine, unreal-engine, ue4
Gascontent
Repo to gather all Gameplay Ability System content for UE4
Stars: ✭ 398 (+165.33%)
Mutual labels:  unreal-engine, ue4, unreal-engine-4, unreal
Ue4linuxlauncher
Stars: ✭ 79 (-47.33%)
Mutual labels:  ue4, unreal-engine-4, unreal, unrealengine
Ueviewer
Viewer and exporter for Unreal Engine 1-4 assets (UE Viewer).
Stars: ✭ 1,083 (+622%)
Mutual labels:  unreal-engine, ue4, unreal-engine-4, unreal
stomt-unreal-plugin
Collect feedback in-game/in-app with STOMT for Unreal Engine.
Stars: ✭ 23 (-84.67%)
Mutual labels:  unreal, unrealengine, unreal-engine, ue4
UT GameEventSystem
A flexible event system in Unreal Engine 4
Stars: ✭ 33 (-78%)
Mutual labels:  unreal, unreal-engine, ue4, unreal-engine-4
Pbcharactermovement
HL2-style, classic FPS movement for Unreal Engine 4 implemented in C++
Stars: ✭ 582 (+288%)
Mutual labels:  unreal-engine, ue4, unreal-engine-4, unreal
DataConfig
Unreal Engine JSON/MsgPack serialization framework
Stars: ✭ 81 (-46%)
Mutual labels:  unrealengine, unreal-engine, ue4, unreal-engine-4
Buoyancysystem
A system for buoyancy and boat physics in Unreal Engine 4.
Stars: ✭ 87 (-42%)
Mutual labels:  unreal-engine, ue4, unreal-engine-4, unrealengine
Actionrpggame
Unreal Engine 4 Action RPG type game starter kit.
Stars: ✭ 773 (+415.33%)
Mutual labels:  unreal-engine, ue4, unreal-engine-4, unrealengine
ue4-uitween
Unreal 4 UMG UI tweening plugin in C++
Stars: ✭ 178 (+18.67%)
Mutual labels:  unreal, unreal-engine, ue4, unreal-engine-4
BMeshUnreal
Based on BMesh for Unity (https://github.com/eliemichel/BMeshUnity). It provides a half-edge data structure inspired by Blender's BMesh, which makes many mesh manipulation operations simpler. Especially useful when using mesh data for logical instead of visual purposes (e.g. irregular grids)
Stars: ✭ 45 (-70%)
Mutual labels:  unreal, unreal-engine, ue4, unreal-engine-4

ue4-gitignore

A correct git setup example with git-lfs for Unreal Engine 4 projects.

Version Management Design and Conventions

This template implies some conventions to be used correctly, which are discussed below. You should be able copy and paste them into your project's README.md if you want to.

Repo Structure

Repository structure is fixed, and it only has a few toplevel directories. Every other directory or file is ignored.

  • /Source
  • /Config
  • /Plugins
  • /Content
  • /RawContent

git-lfs management rules are mostly defined for file types, and not paths, however there can entire paths marked to be managed by git-lfs. Without a special note, expect only type-based rules apply to a directory.

/Source

C++ source code is stored under the /Source path. As with most other directories, this directory is managed by standard git (and not git-lfs). That means no blobs. Do not put here any .dlls, .exes, .zips and other binaries. Only text files are allowed. Generated text files can reside in the local /Source dir, but should be ignored by git with additional entries in .gitignore.

/Config

Engine and game config files.

/Plugins

Game plugins. Every plugin lives in a subdirectory of the /Plugins dir. A plugin internal directory structure is not strictly documented, so there are no assumptions on how a plugin is structured. It may be useful to use git submodules to manage plugins in a more robust manner. It is expected that each plugin will have it's own .gitignore file in it's subdirectory, as well other required specific git tweaks.

/Content

Game assets in Unreal Engine formats, .uasset and .umap. Only those two file types are allowed, everything else is ignored.

/RawContent

This directory is managed entirely by git-lfs.

/RawContent is a directory where you store assets in their source formats, in contrast to /Content, where assets are stored in the engine format (after the import). Having an asset in a source format is useful when you're still making updates to it. It may be a good idea to also have separate repos for managing work-in-progress assets (maybe in smaller collections or even idividually).

How to use

  1. Set up git and git-lfs.
  2. Copy .gitignore and .gitattributes to your project.

Caveats

Take special care when working with plugins. Plugin structure is not very well defined, so you will be able to mess the git repo up with big files if you commit them to a plugin directory.

Contributing

Rules

This repo uses UNIX-style line endings and UTF-8. Make sure every line in a text file is ended with a newline (especially the last line in a file, git should notify you if you've lost it). This is due to how lines are defined. Feel free to search the web for more info on why to end every file with an "empty line".

How to contribute

  1. Fork it
  2. Create your feature branch (git checkout -b my-new-feature)
  3. Commit your changes (git commit -am 'Add some feature')
  4. Push to the branch (git push origin my-new-feature)
  5. Create new Pull Request
Note that the project description data, including the texts, logos, images, and/or trademarks, for each open source project belongs to its rightful owner. If you wish to add or remove any projects, please contact us at [email protected].