Comments (6)
I was going to ask if he was going to add a .gitignore. I dont use one because I'm worried if my partners pulls a copy of the repo it wont run becuse the /binarys /intermediate and /saved is needed. Anyone have any idea on a .gitignore for unreal 4? Theres little documentation out there.
from oceanproject.
Intermediate and saved are definitely not needed - that's temp files the editor uses for itself and autosaved backups.
from oceanproject.
Added those dirs, will see what happens becuse intermediate keeps the precompiled header files for the ocean project I want to keep the local files so they are still showing up under unstaged in sourcettree. will seee what happens next push.
from oceanproject.
I removed all of the files from the intermediate & saved folders to save some space in the last commit to master yesterday, there are a few other fixes I want to add before merging it back over to 1.0 (looks like I did that too soon). I only removed the backup saves, logs, etc, and left the config files just in case.
So using a gitignore is another way around this? I'll look into that. Thanks
from oceanproject.
when adding a .gitignore file (no extension just periodgitignore) to your root repo folder tells git to ignore any files in the future commits. Heres mine
# Compiled Object files *.obj .obj is a model file format I use sometimes
*.slo
*.lo
*.o
# Precompiled Headers will require recompiling with every pull if we work in the working directory so... have to think about this one the .pch is 500 mb
*.gch
*.pch
# Compiled Dynamic libraries *.dll should need dlls for plugins
*.so
*.dylib
# Fortran module files dont think well use fortran lol commenting this out *.mod
# Compiled Static libraries
*.lai
*.la
*.a
*.lib
# Executables
*.out
*.pp
#Blender Simulations
*.bphys
# Blender Autosaves
*.blend1
# Unreal temp files
Intermediate/
Saved/
gameMain/Intermediate/
gamemain/Saved/
# if this doesnt work may need to set the files weve already commmited int hose directorys (tracked) to untracked using files #tracked before can be untracked by running git rm --cached filename
# Windows
Thumbs.db
*.log
*.tmp
Models/UV Unwraps/Subs/USA/SSN571/ssn571_bridge_ALLMAPS_6k.psd
from oceanproject.
Sorry for the delay on this, but a .gitignore file has now been added. Up to this point I have been manually removing the files, but this should make things easier.
Thanks!
from oceanproject.
Related Issues (20)
- Cooking and packaging issues for Windows X64 HOT 4
- The ocean project in UE 4.23 is causing constant crash . HOT 2
- Editing Ocean Amplitude doesn't work after packaging HOT 6
- Old Skydome Lightning Doesn't Show in Play and Game, but does in Editor HOT 1
- project has compile issue in 4.23.1 HOT 2
- Unreal 4.24.1 - black water HOT 2
- Right-left eye rendered differently in VR HOT 1
- Packaging failed for Windows x64 on UE4.24 HOT 1
- ocean disappeared after packaging HOT 1
- Black water shading in 24.3 HOT 1
- JOIN DISCORD AND READ THE #FAQ BEFORE OPENING TICKET
- Executable doesn't launch HOT 1
- Error when packaging: System.ArgumentException: An item with the same key has already been added. HOT 3
- Packaging for HTML5 not working HOT 2
- When compiling with UE4.25 UActorComponent::bIsActive is inaccessible. HOT 2
- Help!!!Ocean rendering problem
- Problem HOT 2
- Partial black ocean surface when viewed from underwater HOT 1
- Some strange wavebreak on ocean surface HOT 2
- ERROR: Missing precompiled manifest for 'OceanPlugin' HOT 1
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