Best p4Ignore for Populating Perforce with UE4 Engine Source?

Here is what we use right now and it appears to work ok so far. We don’t want our artists to have to build so we actually include the editor and plugin binaries.

# A great primer on p4ignore https://portal.perforce.com/s/article/6510

.vs/

Build/
DerivedDataCache/
FileOpenOrder/
Intermediate/
Saved/
*.pdb
*.sln
*.vcxproj
*-Debug.*

# Ignore Mac desktop services store files
.DS_Store

# Ignore linux project files.
*.user
*.pro
*.pri
*.kdev4

#Linux Debug Files
*.sym
*.debug

#We ignore most binaries since they aren't relevant. For example shipping binaries that get created when packaging the game.
Binaries/

# We want to allow plugins to not have to be built on developers' individual computers
!/Plugins/

#We want to allow editor required binaries so people don't have to build themselves

!/Binaries/**Editor*

# But continue to ignore intermediate
Intermediate/

#Files we want to add to the depot but remove from people accidentally touching/
*.vsconfig
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