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Unreal Engine UGS P4 Ignore Example
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## This p4ignore file is a combination of Epic's documentation, but | |
## adjusted to work even if its not in the same folder as the .uproject | |
## file, and the p4ignore gist from Luis Placid | |
# The syntax for P4IGNORE files is not the same as Perforce syntax. | |
# Instead, it is similar to that used by other versioning systems: | |
# | |
# - Files are specified in local syntax | |
# - a # character at the beginning of a line denotes a comment | |
# - a ! character at the beginning of a line excludes the file specification | |
# - a * wildcard matches substrings. | |
# | |
# For example: | |
# | |
# foo.txt Ignore files called "foo.txt" | |
# *.exe Ignore all executables | |
# !bar.exe Exclude bar.exe from being ignored | |
# | |
# Files generated by visual studio should not be checked in. | |
*.csproj.* | |
.vs/* | |
*.pdb | |
*.suo | |
*.opensdf | |
*.sdf | |
*.tmp | |
*.mdb | |
obj/ | |
*.vcxproj | |
*.sln | |
*-Debug.* | |
# Git generate file structures | |
.git/ | |
# Ignore JetBrain's IDE folders | |
.idea/ | |
!.idea/runConfigurations | |
.gradle/ | |
# Python cache files | |
__pycache__ | |
*.pyc | |
# egg-infos | |
p4util.egg-info | |
*.egg | |
# Unix specific generated files should not be checked in. | |
FileOpenOrder/ | |
*.xcworkspace | |
*.xcodeproj | |
./Makefile | |
./CMakeLists.txt | |
.ue4dependencies | |
# Do not check in samples & featurepacks copies provided by the engine. | |
Samples/* | |
FeaturePacks/* | |
Templates/* | |
Engine/Documentation/* | |
# Saved files are overwritten by each person. Should not be checked in. | |
Saved/ | |
# Ignore UBT's configuration.xml | |
Engine/Programs/UnrealBuildTool/* | |
*.uatbuildrecord | |
# Do not save results of local builds. (Locally compiled engine build from source) | |
LocalBuilds/ | |
# Ignore built binaries and temporary build files | |
obj/* | |
*.csprojAssemblyReference.cache | |
# Intermediates | |
Intermediate/ | |
# Intermediate folders created for various C# programs | |
Engine/Source/Programs/*/obj/* | |
# Saved folders for programs should not be checked in | |
Engine/Programs/*/Saved/* | |
Engine/Programs/UnrealBuildTool/* | |
# Derived data cache should never be checked in | |
DerivedDataCache/* | |
# Ignore any build receipts | |
Engine/Build/Receipts/* | |
# Ignore personal workspace vars | |
.p4config.txt | |
# Ignore Unix backup files | |
*~ | |
# Ignore Mac desktop services store files | |
.DS_Store | |
# Ignore crash reports | |
crashinfo--* | |
# Ignore linux project files | |
*.user | |
*.pro | |
*.pri | |
*.kdev4 | |
# Obj-C/Swift specific | |
*.hmap | |
*.ipa | |
*.dSYM.zip | |
*.dSYM | |
# Ignore documentation generated for C# tools | |
Engine/Binaries/DotNET/UnrealBuildTool.xml | |
Engine/Binaries/DotNET/AutomationScripts/BuildGraph.Automation.xml | |
# Ignore version files in the Engine/Binaries directory created by UBT | |
Engine/Binaries/**/*.version | |
# Ignore exp files in the the Engine/Binaries directory as they aren't C/C++ source files | |
Engine/Binaries/**/*.exp | |
# Ignore Swarm local save files | |
Engine/Binaries/DotNET/SwarmAgent.DeveloperOptions.xml | |
Engine/Binaries/DotNET/SwarmAgent.Options.xml | |
# Intermediary Files | |
*.target.xml | |
*.exe.config | |
*.exe.manifest | |
# Ignore autogenerated files from HoloLens WMRInterop | |
Engine/Source/ThirdParty/WindowsMixedRealityInterop/packages/* | |
Engine/Source/ThirdParty/WindowsMixedRealityInterop/MixedRealityInteropHoloLens/Generated Files/* | |
Engine/Source/ThirdParty/WindowsMixedRealityInterop/MixedRealityInteropHoloLens/x64/* | |
Engine/Source/ThirdParty/WindowsMixedRealityInterop/MixedRealityInteropHoloLens/ARM64/* | |
Engine/Source/ThirdParty/WindowsMixedRealityInterop/MixedRealityInterop/x64/* | |
Engine/Source/ThirdParty/WindowsMixedRealityInterop/MixedRealityInterop/ARM64/* | |
# Ignore all .code-workspace files | |
*.code-workspace |
Thanks for your patience, this repository is the best-maintained perforce + unreal setup template I've come across, hope more people can get here to see it.
Thanks so much! I'm glad to hear it is helpful!
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Hi @LakeishaKowalczyk a large part of this ignore file comes from an ignore template by Luis Placid, who created it while he was working at DNEG, which used Unreal and Perforce for a lot of major films and tv shows, so its been pretty well tested and validated there.
As for the stuff added from Epic's documentation, some of their lines assume that the .p4ignore file is placed in a specific location and not just in the root of a workspace.
While there is a small possibility that it could ignore files that you want to submit (though I doubt it) they will still be in your local workspace so you can modify the ignore file to fix that as you go, which is easier to fix than needing to obliterate files off the server that were submitted but shouldn't have been.