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@@ -1,4 +1,26 @@
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|||||||
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# https://github.com/MOZGIII/ue5-gitignore
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||||||
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# Unreal Engine file types.
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*.uasset filter=lfs diff=lfs merge=lfs -text
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*.uasset filter=lfs diff=lfs merge=lfs -text
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*.umap filter=lfs diff=lfs merge=lfs -text
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*.umap filter=lfs diff=lfs merge=lfs -text
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# Raw Content file types.
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*.3ds filter=lfs diff=lfs merge=lfs -text
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*.bmp filter=lfs diff=lfs merge=lfs -text
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*.exr filter=lfs diff=lfs merge=lfs -text
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*.fbx filter=lfs diff=lfs merge=lfs -text
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*.fbx filter=lfs diff=lfs merge=lfs -text
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*.jpeg filter=lfs diff=lfs merge=lfs -text
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*.jpg filter=lfs diff=lfs merge=lfs -text
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*.mov filter=lfs diff=lfs merge=lfs -text
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*.mp3 filter=lfs diff=lfs merge=lfs -text
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*.mp4 filter=lfs diff=lfs merge=lfs -text
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*.obj filter=lfs diff=lfs merge=lfs -text
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*.obj filter=lfs diff=lfs merge=lfs -text
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*.ogg filter=lfs diff=lfs merge=lfs -text
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*.png filter=lfs diff=lfs merge=lfs -text
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*.psd filter=lfs diff=lfs merge=lfs -text
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*.tga filter=lfs diff=lfs merge=lfs -text
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*.wav filter=lfs diff=lfs merge=lfs -text
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*.xcf filter=lfs diff=lfs merge=lfs -text
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# Anything in `/RawContent` dir.
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/RawContent/**/* filter=lfs diff=lfs merge=lfs -text
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+41
-54
@@ -1,66 +1,53 @@
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# Visual Studio 2015 user specific files
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# https://github.com/MOZGIII/ue5-gitignore
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.vs/
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# Compiled Object files
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# Ignore all files by default, but scan all directories.
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*.slo
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*
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*.lo
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!*/
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*.o
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*.obj
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# Precompiled Headers
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# Do not ignore git files in the root of the repo.
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*.gch
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!/.git*
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*.pch
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# Compiled Dynamic libraries
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# Do not ignore current project's `.uproject`.
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*.so
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!/*.uproject
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*.dylib
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*.dll
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# Fortran module files
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# Do not ignore source, config and plugins dirs.
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*.mod
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!/Source/**
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!/Config/**
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!/Plugins/**
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# Compiled Static libraries
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# Only allow .uasset and .umap files from /Content dir.
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*.lai
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# They're tracked by git-lfs, don't forget to track other
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*.la
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# files if adding them here.
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*.a
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!/Content/**/*.uasset
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*.lib
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!/Content/**/*.umap
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# Executables
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# Allow any files from /RawContent dir.
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*.exe
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# Any file in /RawContent dir will be managed by git lfs.
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*.out
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!/RawContent/**/*
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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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# OS/platform generated files.
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*.xcodeproj
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*.xcworkspace
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*.sln
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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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# Precompiled Assets
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# Windows
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**/SourceArt/**/*.png
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ehthumbs.db
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**/SourceArt/**/*.tga
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Thumbs.db
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# Builds
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# Mac OS X
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**/Build/*
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.DS_Store
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.DS_Store?
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.AppleDouble
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.LSOverride
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._*
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# Whitelist PakBlacklist-<BuildConfiguration>.txt files
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# Linux
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!**/Build/*/
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*~
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**/Build/*/**
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.directory
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!**/Build/*/PakBlacklist*.txt
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# Don't ignore icon files in Build
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# vim
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!**/Build/**/*.ico
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[._]*.s[a-w][a-z]
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[._]s[a-w][a-z]
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*.un~
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Session.vim
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.netrwhist
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# Configuration files generated by the Editor
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# Visual Studio
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**/Saved/*
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.vs
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# Compiled source files for the engine to use
|
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**/Intermediate/*
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# Cache files for the editor to use
|
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**/DerivedDataCache/*
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@@ -1,11 +1,2 @@
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[UnrealEd.SimpleMap]
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SimpleMapName=/Game/TP_ThirdPerson/Maps/ThirdPersonExampleMap
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[EditoronlyBP]
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bAllowClassAndBlueprintPinMatching=true
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bReplaceBlueprintWithClass= true
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bDontLoadBlueprintOutsideEditor= true
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bBlueprintIsNotBlueprintType= true
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[/Script/AdvancedPreviewScene.SharedProfiles]
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[/Script/AdvancedPreviewScene.SharedProfiles]
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@@ -0,0 +1,8 @@
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[/Script/LudusCore.LudusSettings]
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AuthToken=eyJhbGciOiJIUzI1NiJ9.eyJuYW1lIjoiYWxoYXNoaWoiLCJlbWFpbCI6ImFsaGFzaGlqQHNoZXJpZGFuY29sbGVnZS5jYSIsInBpY3R1cmUiOiJodHRwczovL2F2YXRhcnMuZ2l0aHVidXNlcmNvbnRlbnQuY29tL3UvMTI3MjMwNzQ0P3Y9NCIsInN1YiI6IjEyNzIzMDc0NCIsInByb3ZpZGVySWQiOiIxMjcyMzA3NDQiLCJ1c2VySWQiOiI2MzJmZjBhMC05ZTZlLTQyMzctOWVmOS02M2I0NzUyZjI3YjEiLCJsYXN0U3RhdHVzQ2hlY2siOjE3MzY0NjA5NjgzMjF9.QEvTkkQf0GF3WrPBLEpyrzoEeTV8SZCCv3VwnSjowQw
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Username=alhashij
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UserCredits=291
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Email=alhashij@sheridancollege.ca
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ApiBaseUrl="https://api.ludusengine.com"
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AppBaseUrl="https://app.ludusengine.com"
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@@ -119,6 +119,7 @@ ManualIPAddress=
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="ProjectileCollision")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel1,DefaultResponse=ECR_Block,bTraceType=False,bStaticObject=False,Name="ProjectileCollision")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="FS_Sleep")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel2,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="FS_Sleep")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="Grapple")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel3,DefaultResponse=ECR_Ignore,bTraceType=False,bStaticObject=False,Name="Grapple")
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+DefaultChannelResponses=(Channel=ECC_GameTraceChannel4,DefaultResponse=ECR_Ignore,bTraceType=True,bStaticObject=False,Name="WallJump")
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-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
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-ProfileRedirects=(OldName="BlockingVolume",NewName="InvisibleWall")
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-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
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-ProfileRedirects=(OldName="InterpActor",NewName="IgnoreOnlyPawn")
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-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
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-ProfileRedirects=(OldName="StaticMeshComponent",NewName="BlockAllDynamic")
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Reference in New Issue
Block a user