# ===== IDEs / Editors ===== .vs/ .vscode/ .idea/ .rider/ *.sln *.suo *.opensdf *.sdf *.VC.db *.VC.opendb *.vcxproj *.vcxproj.filters *.vcxproj.user *.sln.DotSettings.user *.code-workspace *.xcodeproj/ *.xcworkspace/ # ===== Root-level generated build files ===== # UBT generates these at repo root. Root-anchored tako da tools/ ili vendor/ # sa svojim autorskim build fajlovima ne bude tiho ignorisan. # Napomena: globalni blok za *.dll/*.lib/*.so/*.a/*.exe itd. je namerno uklonjen. # UE generisani binary fajlovi su vec pokriveni sa Binaries/ i Intermediate/, # a globalni ignore za takve ekstenzije bi tiho sakrio legitimne ThirdParty # prekompajlirane biblioteke. /Makefile /CMakeLists.txt /compile_commands.json # ===== UE build output (root + nested plugins) ===== Binaries/ Plugins/**/Binaries/ Intermediate/ Plugins/**/Intermediate/ DerivedDataCache/ Plugins/**/DerivedDataCache/ Saved/ Plugins/**/Saved/ # ===== Build folder (keep PakBlacklist + icons) ===== # NAPOMENA: ovo je legacy-compat default. Ako tvoj projekat commit-uje # dodatne Build/ resurse (Android keystore/signing, iOS provisioning, # platform manifeste, dodatne icons/resources), dodaj odgovarajuce # !negacije ispod za svoj workflow. Build/* !Build/*/ Build/*/** !Build/*/PakBlacklist*.txt !Build/**/*.ico Plugins/**/Build/ # ===== Per-developer sandbox ===== Content/Developers/ # ===== Baked lighting ===== # Default je DA se *_BuiltData.uasset commit-uje (preko LFS pravila u .gitattributes) # jer bez njega baked lighting nestaje kod fresh checkouta. # Raskomentarisi ako tvoj projekat ne koristi baked/static lighting i ne zelis # generisane BuiltData fajlove u repou: # *_BuiltData.uasset # ===== Shader cache ===== Shaders/Cache/ # ===== Unreal Insights traces ===== Trace/ *.utrace # ===== Crash reports ===== CrashReportClient*/ *.dmp *.stackdump # ===== OS ===== .DS_Store Thumbs.db desktop.ini ehthumbs.db $RECYCLE.BIN/ # ===== Temp / backup ===== *.tmp *.temp *.bak *.old *~