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Game Engine Typemap (WIP) Engine-agnostic typemap that will work with UE, Unity, Godot, etc.
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# Perforce File Type Mapping Specifications. | |
# | |
# TypeMap: a list of filetype mappings; one per line. | |
# Each line has two elements: | |
# | |
# Filetype: The filetype to use on 'p4 add'. | |
# | |
# Path: File pattern which will use this filetype. | |
# | |
# See 'p4 help typemap' for more information. | |
TypeMap: | |
# Binary files that are usually already compressed. Store in full. | |
binary+Fl //....avi | |
binary+Fl //....bz2 | |
binary+Fl //....gif | |
binary+Fl //....gz | |
binary+Fl //....jar | |
binary+Fl //....jpeg | |
binary+Fl //....jpg | |
binary+Fl //....mov | |
binary+Fl //....mpg | |
binary+Fl //....rar | |
binary+Fl //....tif | |
binary+Fl //....zip | |
# Common binary formats to lock | |
binary+l //....aac | |
binary+l //....bin | |
binary+l //....blend | |
binary+l //....bmp | |
binary+l //....btr | |
binary+l //....cfm | |
binary+l //....class | |
binary+l //....doc | |
binary+l //....docx | |
binary+l //....dot | |
binary+l //....ear | |
binary+l //....exp | |
binary+l //....fbx | |
binary+l //....ico | |
binary+l //....m4a | |
binary+l //....ma | |
binary+l //....mb | |
binary+l //....mp4 | |
binary+l //....odg | |
binary+l //....odp | |
binary+l //....ods | |
binary+l //....odt | |
binary+l //....otg | |
binary+l //....ots | |
binary+l //....ott | |
binary+l //....pac | |
binary+l //....pdf | |
binary+l //....png | |
binary+l //....ppt | |
binary+l //....pptx | |
binary+l //....psd | |
binary+l //....raw | |
binary+l //....rpt | |
binary+l //....so | |
binary+l //....sxw | |
binary+l //....tar | |
binary+l //....war | |
binary+l //....wma | |
binary+l //....wmv | |
binary+l //....xls | |
binary+l //....xlsx | |
# These build files could be set to S2, to store fewer revisions | |
binary+w //....app | |
binary+w //....dll | |
binary+w //....dylib | |
binary+w //....exe | |
binary+w //....ipa | |
binary+w //....lib | |
binary+w //....pdb | |
binary+w //....stub | |
# Test files automatically updated by UE and other programs | |
text+w //....config | |
text+w //....DotSettings | |
text+w //....ini | |
text+w //....log | |
text+w //....modules | |
text+w //....pdm | |
text+w //....target | |
text+w //....uatbuildrecord | |
text+w //....version | |
# Unreal Specific binaries | |
binary+l //....uasset | |
binary+l //....ubulk | |
binary+l //....udk | |
binary+l //....umap | |
binary+l //....upk | |
# BuildData files are large and can be regenerated, so lets store just two past versions | |
binary+wS2 //..._BuildData.uasset | |
# Project files are text-based. +w avoids problems when changing editor version | |
# but can lead users forgetting to submit. Could remove the +w part. | |
text+w //....uproject | |
#Unity Specific | |
text+l //....cm | |
text+l //....proc | |
binary+l //....prefab | |
binary+l //....mat | |
binary+l //....unity | |
binary+l //....asset | |
binary+l //....dds | |
binary+l //....bnk | |
binary+l //....light | |
binary+l //....shadow | |
binary+l //....ibl | |
binary+l //....bik | |
binary+l //....upk | |
#Godot Specific | |
binary+l //....res | |
binary+l //....tres | |
#Adobe Files | |
binary+l //....ae | |
binary+l //....psd | |
binary+l //....psb | |
binary+l //....ai |
@michaelwbell
I just checked my gist for p4ignore here https://gist.github.com/jase-perf/b15b57d72fa8095c732fdbc4ca948903
which is based on Epic's recommendations and there is this line:
**/Engine/Binaries/**/*.exp
So it does seem like at least those ones should be ignored. I wonder if all of them should, though.
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Hello. This is a helpful typemap. I believe there's one error:
.exp files are set to be binary. I believe they need to be writeable in the workspace. At least in my case, trying to compile Unreal Engine 5.
I have a related question. Should the .exp and .lib files just be ignored in P4Ignore?
Cheers.