vault backup: 2024-05-07 10:57:46
This commit is contained in:
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2196fac568
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5bac4407dd
@ -106,7 +106,9 @@ docker push ghcr.io/blueroses/perforce-helix-p4d:2024.5
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- [打通UE4美术资源版本控制关节](https://zhuanlan.zhihu.com/p/261692804)
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- [UE5+Perforce+阿里云ECS版本控制搭建流程与工作流程](https://zhuanlan.zhihu.com/p/640743305)
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PS. 编码使用:UTF8-no bom
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PS:
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1. 编码使用:UTF8-no bom
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2. Connection–>Edit Current Workspace–>Advanced,设置为`Line ending characters for text file:UNIX style linefeed`
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## 注册源码引擎到EpicGames
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经过上面的步骤,源码引擎已经构建成功,但是在对项目就行选择引擎版本的时候,发现并没有这个版本 。这是因为,构建的引擎没有注册到EpicGames中,找到EpicGames安装目录下的注册器。复制到源码工程并且运行即可。
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@ -119,6 +121,24 @@ Launcher\Engine\Binaries\Win64\UnrealVersionSelector.exe
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- https://www.perforce.com/manuals/p4v/Content/P4V/Home-p4v.html
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- https://www.perforce.com/manuals/p4sag/Content/P4SAG/Home-p4sag.html
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## 开发目录设计
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- [UE4管理多重项目-WiseeEngineering(翻译)](https://zhuanlan.zhihu.com/p/364346565)
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- ArtSource(美术资源:引擎中相应的美术资产应该统一从ArtSource仓库导入,这样美术人员可以集中在标准资产管线下的资产迭代,可以更加集中注意力于美术资产质量,所以前提是项目初期必须构建标准稳定的渲染和审核验收流程(这一点也是国内很多项目及经常返工,开发成本极高的原因))
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- Engine(引擎路径,这里我用于个人使用则不需要太多的分流)
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- Project(项目工程)
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Example:
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- e:\\Perforce
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- ArtSource
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- ShowRoom
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- UnrealEngine
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## depot
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默认有depot与spec2个仓库文件。
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- Depot:默认创建的仓库。
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- Spec:p4admin管理员的配置文件。
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## P4Admin
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- 用户
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- 用户组
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@ -128,12 +148,280 @@ Launcher\Engine\Binaries\Win64\UnrealVersionSelector.exe
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## Typemap
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typemap 的设置能够在 Perforce 中控制文件的只读和可写的形式。 然后要做这件事情,需要管理员先在命令行cmd下设置 P4 的环境变量。
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在指定仓库上右键,点击`Open Command Windows Here`,输入`p4 -P YourPassword typemap`即可在弹出的txt文件中修改保存关闭即可。(输入UE官方推荐的内容即可)
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```text
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# The form data below was edited by Jeff
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# Perforce File Type Mapping Specifications.
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#
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# TypeMap: a list of filetype mappings; one per line.
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# Each line has two elements:
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#
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# Filetype: The filetype to use on 'p4 add'.
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#
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# Path: File pattern which will use this filetype.
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#
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# See 'p4 help typemap' for more information.
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TypeMap:
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text //....asp
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text //....cnf
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text //....css
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text //....htm
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text //....html
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text //....inc
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text //....js
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text+w //....log
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text+w //....ini
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text+w //....pdm
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binary+Fl //....zip
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binary+Fl //....bz2
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binary+Fl //....rar
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binary+Fl //....gz
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binary+Fl //....avi
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binary+Fl //....jpg
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binary+Fl //....jpeg
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binary+Fl //....mpg
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binary+Fl //....gif
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binary+Fl //....tif
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binary+Fl //....mov
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binary+Fl //....jar
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binary+l //....ico
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binary+l //....exp
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binary+l //....btr
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binary+l //....bmp
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binary+l //....doc
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binary+l //....dot
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binary+l //....xls
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binary+l //....ppt
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binary+l //....pdf
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binary+l //....tar
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binary+l //....exe
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binary+l //....dll
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binary+l //....lib
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binary+l //....bin
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binary+l //....class
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binary+l //....war
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binary+l //....ear
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binary+l //....so
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binary+l //....rpt
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binary+l //....cfm
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binary+l //....ma
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binary+l //....mb
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binary+l //....pac
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binary+l //....m4a
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binary+l //....mp4
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binary+l //....aac
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binary+l //....wma
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binary+l //....docx
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binary+l //....pptx
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binary+l //....xlsx
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binary+l //....png
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binary+l //....raw
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binary+l //....odt
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binary+l //....ods
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binary+l //....odg
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binary+l //....odp
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binary+l //....otg
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binary+l //....ots
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binary+l //....ott
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binary+l //....psd
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binary+l //....sxw
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binary+S2w //....exe
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binary+S2w //....dll
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binary+S2w //....lib
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binary+S2w //....app
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binary+S2w //....dylib
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binary+S2w //....stub
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binary+S2w //....ipa
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binary //....bmp
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text //....ini
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text //....config
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text //....cpp
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text //....h
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text //....c
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text //....cs
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text //....m
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text //....mm
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text //....py
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binary+l //....uasset
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binary+l //....umap
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binary+l //....upk
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binary+l //....udk
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binary+w //....exe
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binary+w //....dll
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binary+w //....lib
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binary+w //....app
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binary+w //....dylib
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binary+w //....stub
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binary+w //....ipa
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binary //....bmp
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text //....ini
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text+w //....config
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text //....cpp
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text //....h
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text //....c
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text //....cs
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text //....m
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text //....mm
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text //....py
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binary+l //....uasset
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binary+l //....umap
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binary+l //....upk
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binary+l //....udk
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binary+l //....ubulk
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text //....ignore
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```
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## 相关概念
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### Workspace
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Workspace可以理解为,depot到本地的一个映射,对应本地的一个目录。
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新建Workspace,在p4admin中depot查看在服务器中存放的所有Ddepot仓库
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开发的过程中可以有多个Workspace(例如一个用来开发,一个用来更新验证保证提交没有错误),但一般只推荐有一个Workspace
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开发的过程中可以有多个Workspace(例如一个用来开发,一个用来更新验证保证提交没有错误),但一般只推荐有一个Workspace。
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### P4ExcludeList
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### .p4ignore
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命令行
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```bash
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p4 set P4IGNORE=.p4ignore
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p4 ignores
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```
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```text
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# Ignore project files in the root
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*.sln
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!*\*.sln
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.vs
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*.suo
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*.opensdf
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*.sdf
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*.pdb
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*-Debug.dll
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*.xcodeproj
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.\Makefile
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.\CMakeLists.txt
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.\.ue4dependencies
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ipch\*
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# Packaged engine builds
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LocalBuilds\*
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# DDC should never be checked in
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Engine\DerivedDataCache\*
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Templates\**\DerivedDataCache\*
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# Engine intermediates & binaries
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Engine\Intermediate\*
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Engine\Plugins\**\Intermediate\*
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Engine\Programs\**\Intermediate\*
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Engine\Binaries*
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Engine\Plugins\**\Binaries\*
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# Feature Packs (they might get updated with langauge packs?)
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FeaturePacks\*
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# Samples & Templates
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Templates\**\Intermediate\*
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Templates\**\Saved\*
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Samples\**\Intermediate\*
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# C# Intermediate folders
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Engine\Source\Programs\**\obj\*
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Engine\Platforms\**\Programs\**\obj\*
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# Saved folders for programs should not be checked in
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Engine\Programs\**\Saved\*
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Engine\Programs\UnrealBuildTool\*
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# Ignore any saved local files
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Engine\Saved\*
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# Ignore any build receipts
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Engine\Build\Receipts\*
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# Ignore Unix backup files
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*~
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# Ignore Mac desktop services store files
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.DS_Store
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# Ignore crash reports
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crashinfo--*
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# Ignore linux project files
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*.user
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*.pro
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*.pri
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*.kdev4
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#
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# Setup.bat Ignores
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#
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# There already might be some files pushed into the repo that would otherwise be
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# filtered: those are from the initial commit, coming directly from UE4-GitHub.
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# After running Setup.bat, the folders below will be populated with ~46GB of
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# files. Hence we'll be blanked ignoring some directories such as ThirdParty,
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# Media, Content, etc. If we want to change anything in those blanked-ignored
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# folders, we should unignore the specific thing we're adding.
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#
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.git\*
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Samples\**\Content\*
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Samples\**\Media\*
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Templates\**\Content\*
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Templates\**\Media\*
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Templates\Media\*
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Engine\Platforms\**\Content\*
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Engine\Documentation\*
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Engine\Extras\*
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Engine\Content\*
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Engine\Build\*
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Engine\Source\ThirdParty\*
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Engine\Source\Programs\*
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Engine\Source\Developer\*
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Engine\Plugins\*
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# Specific files
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Engine\Config\ShaderCategories.csv
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.tgitconfig
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.ue4dependencies
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# After all this above, there's still a couple folders and files left that doesn't
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# fit the filtering criteria above, so we handle them individually here.
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Engine\Source\Runtime\Navmesh\RecastDemo*
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Engine\Source\Runtime\Launch\Resources\Mac*
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Engine\Source\Runtime\Launch\Resources\Linux*
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Engine\Source\Runtime\Experimental\Voronoi\Private\voro++*
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Engine\Source\Runtime\Apple\MetalRHI\Public\ue4_stdlib.metal
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Engine\Source\Runtime\AVEncoder\Private\Microsoft\Windows\ThirdParty\NvEncoder\LicenseAgreement.pdf
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Engine\Source\Runtime\Experimental\Chaos\.clang-format
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Engine\Source\Runtime\TraceLog\Private\Trace\LZ4\Epic.patch
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Templates\TemplateResources\Standard\*.FBX
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#
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# PLUGINS
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#
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# Plugins that come with Setup.bat are ignored above altogether, so we un-ignore
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# the custom plugins we want to ship with the customized UE4.
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!Engine\Plugins\Marketplace*
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!Engine\Plugins\Runtime\HoudiniEngine*
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# ... but keep ignoring their Build & Intermediate
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Engine\Plugins\Marketplace\**\Intermediate\*
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Engine\Plugins\Marketplace\**\Binaries\*
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Engine\Plugins\Runtime\**\Intermediate\*
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Engine\Plugins\Runtime\**\Binaries\*
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#
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# PackageEngine.bat Ignores
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#
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# Packaging the engine will generate some .ini files which are safe to ignore
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#
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Samples\**\Saved\*
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```
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# ASoul P4设计
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||||
仓库:
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