Files
gitignore/UnrealEngine.gitignore
T
murnana 6c17a39bd1 Add *.slnx to UnrealEngine.gitignore
UnrealBuildTool (UBT) auto-generates .slnx solution files the same
way it generates .sln/.vcxproj, based on the project's .uproject and
.Build.cs configuration. These generated files may contain
locally-mounted paths or personal dev environment settings, which can
cause conflicts when shared between team members. As with other
generated project files, they can be regenerated anytime via
'Generate Visual Studio project files' as long as the Source folder,
Content folder, and .uproject file are present.

Docs:
- https://dev.epicgames.com/documentation/en-us/unreal-engine/project-files-for-ides-in-unreal-engine
- https://dev.epicgames.com/documentation/en-us/unreal-engine/unreal-build-tool-in-unreal-engine
2026-09-05 17:13:46 +09:00

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# Visual Studio 2015 user specific files
.vs/
# Compiled Object files
*.slo
*.lo
*.o
*.obj
# Precompiled Headers
*.gch
*.pch
# Compiled Dynamic libraries
*.so
*.dylib
*.dll
# Fortran module files
*.mod
# Compiled Static libraries
*.lai
*.la
*.a
*.lib
# Executables
*.exe
*.out
*.app
*.ipa
# These project files can be generated by the engine
*.xcodeproj
*.xcworkspace
*.sln
*.slnx
*.suo
*.opensdf
*.sdf
*.VC.db
*.VC.opendb
.vsconfig
# Precompiled Assets
SourceArt/**/*.png
SourceArt/**/*.tga
# Binary Files
Binaries/*
Plugins/**/Binaries/*
# Builds
Build/*
# Whitelist PakBlacklist-<BuildConfiguration>.txt files
!Build/*/
Build/*/**
!Build/*/PakBlacklist*.txt
# Don't ignore icon files in Build
!Build/**/*.ico
# Built data for maps
*_BuiltData.uasset
# Configuration files generated by the Editor
Saved/*
# Compiled source files for the engine to use
Intermediate/*
Plugins/**/Intermediate/*
# Cache files for the editor to use
DerivedDataCache/*