Initialize Git with LFS for binary assets and add standard Unreal Engine .gitignore/.gitattributes. Co-authored-by: Cursor <cursoragent@cursor.com>
88 lines
1.2 KiB
Plaintext
88 lines
1.2 KiB
Plaintext
# Visual Studio user specific files
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.vs/
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.vsconfig
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# JetBrains user specific files
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.idea/
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*.DotSettings.user
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# Cursor IDE local state (keep project MCP config if added explicitly)
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.cursor/
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# Compiled Object files
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*.slo
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*.lo
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*.o
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*.obj
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# Precompiled Headers
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*.gch
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*.pch
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# Compiled Dynamic libraries
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*.so
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*.dylib
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*.dll
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# Compiled Static libraries
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*.lai
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*.la
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*.a
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*.lib
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# Executables
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*.exe
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*.out
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*.app
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*.ipa
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# These project files can be generated by the engine
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*.xcodeproj
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*.xcworkspace
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*.sln
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*.slnx
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*.suo
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*.opensdf
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*.sdf
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*.VC.db
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*.VC.opendb
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*.opendb
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# Binary Files
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Binaries/*
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Plugins/**/Binaries/*
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# Automatically generated Build files
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Build/Scripts/obj/*
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Build/Scripts/*.csproj.props
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Build/Mac/*.PackageVersionCounter
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Build/Mac/Resources/*.plist
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Build/Mac/Resources/*.entitlements
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# Built data for maps
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*_BuiltData.uasset
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# Developer-specific Plugins (RiderLink, etc)
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Plugins/Developer/*
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# Configuration files generated by the Editor
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Saved/*
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# Compiled source files for the engine to use
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Intermediate/*
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Plugins/**/Intermediate/*
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# Cache files for the editor to use
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DerivedDataCache/*
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# Ignore files added by Finder on Mac
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.DS_Store
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# Windows thumbnail cache
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Thumbs.db
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# Backup & swap files
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*~
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*.swp
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*.bak
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