Unreal Engine Q #187546
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Select Topic AreaQuestion BodyHi GitHub Community, what’s the best practice for structuring an Unreal Engine project in Git? What folders should be committed/ignored, and how do you handle large assets (Git LFS)? |
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Replies: 2 comments
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For Unreal Engine projects, the best practice is to commit only what’s required to rebuild the project, ignore generated files, and use Git LFS for binary assets. What to commit YourProject.uproject Config/ Content/ (all .uasset / .umap) Source/ (if you use C++) Plugins/ (your project plugins and their content/source) What to ignore (generated) Binaries/ Intermediate/ Saved/ DerivedDataCache/ (DDC) IDE folders: .vs/, .idea/, .vscode/ and OS files like .DS_Store Git LFS for large/binary assets Track Unreal binaries with LFS (recommended): *.uasset *.umap *.fbx, *.png, *.jpg, *.wav, *.mp4 |
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You should generally commit: Source/ (C++ code) Config/ Content/ (but see Git LFS notes below) .uproject .uplugin (if applicable) Plugins/ (if custom or required for build) These are essential for rebuilding the project from scratch. |
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For Unreal Engine projects, the best practice is to commit only what’s required to rebuild the project, ignore generated files, and use Git LFS for binary assets.
What to commit
YourProject.uproject
Config/
Content/ (all .uasset / .umap)
Source/ (if you use C++)
Plugins/ (your project plugins and their content/source)
What to ignore (generated)
Binaries/
Intermediate/
Saved/
DerivedDataCache/ (DDC)
IDE folders: .vs/, .idea/, .vscode/ and OS files like .DS_Store
Git LFS for large/binary assets
Track Unreal binaries with LFS (recommended):
*.uasset
*.umap
Optionally also track big media files:
*.fbx, *.png, *.jpg, *.wav, *.mp4