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