Official Git LFS Tracking List For UE4

File types to track with Git LFS, please add to the list if there are any missed.

*.umap
*.uasset
*.uproject
*.wav
*.fbx

6 Likes

I’m storing my blender files also within the project, so .blend would be an addition in that case. Did you set git lfs for specific paths within a project (or for the whole project)?

Thanks for posting this, has saved me a bunch of time. Are you sure about the *.uproject files? Those are plaintext, as far as I can tell?

1 Like

This is great, thanks for posting. Super helpful for me and I’m sure others

Here’s an extended list

*.umap
*.uasset
*.uproject
*.wav
*.fbx
*.blend
*.obj
*.png
*.jpg
*.jpeg
*.hdr
*.exr
*.mp3
*.mp4
*.mov
*.psd
*.mb
*.tga
*.cubemap
*.tif
*.bin.fbx
*.upk
*.udk
*.duf

Cred: Unreal Engine 4 + GitHub First Steps – Oded Maoz Erell's CG Log

First post!

2 Likes

Place this inside your .gitattributes file and adjust to your needs


# Auto detect text files and perform LF normalization
* text=auto
# UE file types
*.uasset filter=lfs diff=lfs merge=lfs -text
*.umap filter=lfs diff=lfs merge=lfs -text
*.udk filter=lfs diff=lfs merge=lfs -text
*.upk filter=lfs diff=lfs merge=lfs -text
# Anything in `/RawContent` dir. [You create this directory in your projects root folder]
/RawContent/**/* filter=lfs diff=lfs merge=lfs -text
# Raw Content types
*.blend filter=lfs diff=lfs merge=lfs -text
*.duf filter=lfs diff=lfs merge=lfs -text
*.bin.fbx filter=lfs diff=lfs merge=lfs -text
*.fbx filter=lfs diff=lfs merge=lfs -text
*.obj filter=lfs diff=lfs merge=lfs -text
*.png filter=lfs diff=lfs merge=lfs -text
*.jpg filter=lfs diff=lfs merge=lfs -text
*.jpeg filter=lfs diff=lfs merge=lfs -text
*.hdr filter=lfs diff=lfs merge=lfs -text
*.exr filter=lfs diff=lfs merge=lfs -text
*.mp3 filter=lfs diff=lfs merge=lfs -text
*.mp4 filter=lfs diff=lfs merge=lfs -text
*.mov filter=lfs diff=lfs merge=lfs -text
*.wav filter=lfs diff=lfs merge=lfs -text
*.3ds filter=lfs diff=lfs merge=lfs -text
*.psd filter=lfs diff=lfs merge=lfs -text
*.mb filter=lfs diff=lfs merge=lfs -text
*.tga filter=lfs diff=lfs merge=lfs -text
*.cubemap filter=lfs diff=lfs merge=lfs -text
*.tif filter=lfs diff=lfs merge=lfs -text
*.xcf filter=lfs diff=lfs merge=lfs -text

10 Likes

.uproject files are text so I would not add those to git lfs (as others have mentioned).

2 Likes

Hello,

Is this still the correct way to manage unreal projects with git?

Is there a quicker/easier way to do this than adding each file type one at a time using the console, because this feels really long-winded? For example, is it possible to edit the .gitattributes file directly?

Is this what the code snippet posted by Deja_Vudu does?

Yes, you can make a file .gitattributes, edit it directly, place it in your repo, and tell git to use it with:

git add .gitattributes

Then run

git lfs track

to see the list of currently tracked files, which will include all the ones listed in the attributes file

I have been building my own .gitattributes file, based on my experience and the official Unreal Engine documentation.

copy and paste this inside your .gitattributes file:

## Unreal Engine ##
## Auto detect text files and perform LF normalization ##

* text=auto

# UE file types
*.uasset filter=lfs diff=lfs merge=lfs -text
*.umap filter=lfs diff=lfs merge=lfs -text
*.udk filter=lfs diff=lfs merge=lfs -text
*.upk filter=lfs diff=lfs merge=lfs -text

--------------------------------------------------

# 2D formats
# Read more in: https://docs.unrealengine.com/4.26/en-US/RenderingAndGraphics/Textures/Importing/

# Recommended use:
*.[tT][gG][aA] filter=lfs diff=lfs merge=lfs -text
*.[pP][nN][gG] filter=lfs diff=lfs merge=lfs -text
*.[bB][mM][pP] filter=lfs diff=lfs merge=lfs -text

# Can also be used:
*.[fF][lL[oO][aA][tT] filter=lfs diff=lfs merge=lfs -text
*.[jJ][pP][eE][gG] filter=lfs diff=lfs merge=lfs -text
*.[jJ][pP][gG] filter=lfs diff=lfs merge=lfs -text
*.[pP][cC][xX] filter=lfs diff=lfs merge=lfs -text
*.[pP][sS][dD] filter=lfs diff=lfs merge=lfs -text
*.[xX][cC][fF] filter=lfs diff=lfs merge=lfs -text
*.[tT][iI][fF] filter=lfs diff=lfs merge=lfs -text
*.[tT][iI][fF][fF] filter=lfs diff=lfs merge=lfs -text

# Other supported formats:
*.[hH][dD][rR] filter=lfs diff=lfs merge=lfs -text
*.[dD][dD][sS] filter=lfs diff=lfs merge=lfs -text
*.[eE][xX][rR] filter=lfs diff=lfs merge=lfs -text

--------------------------------------------------

# 3D formats

# Always recommended to use:
# The UE4 FBX import pipeline uses FBX 2018
*.[fF][bB][xX] filter=lfs diff=lfs merge=lfs -text

# Can also be used:
*.[oO][bB][jJ] filter=lfs diff=lfs merge=lfs -text

# Other supported formats:
*.[aA][bB][cC] filter=lfs diff=lfs merge=lfs -text
*.[sS][rR][tT] filter=lfs diff=lfs merge=lfs -text

--------------------------------------------------

# Audio formats
# Read more in: https://docs.unrealengine.com/4.27/en-US/WorkingWithAudio/Overview/#:~:text=Unreal%20Engine%204%20(UE4)%20supports,16%2Dbit%20format%20PCM%20files.

# Always recommended to use:
*.[wW][aA][vV] filter=lfs diff=lfs merge=lfs -text

# Can also be used:
*.[aA][iI][fF][fF] filter=lfs diff=lfs merge=lfs -text
*.[oO][gG][gG] filter=lfs diff=lfs merge=lfs -text
*.[fF][lL][aA][cC] filter=lfs diff=lfs merge=lfs -text

# Not recommended to use, but supported:
*.[mM][pP]3 filter=lfs diff=lfs merge=lfs -text
* [wW][mM][aA] filter=lfs diff=lfs merge=lfs -text
*.[aA][cC]3 filter=lfs diff=lfs merge=lfs -text
*.[aA][mM][rR] filter=lfs diff=lfs merge=lfs -text
*.[aA][iI][fF] filter=lfs diff=lfs merge=lfs -text
*.[aA][uU] filter=lfs diff=lfs merge=lfs -text
*.[cC][dD][dD][aA] filter=lfs diff=lfs merge=lfs -text
*.[cC][aA][fF] filter=lfs diff=lfs merge=lfs -text
*.[bB][wW][fF] filter=lfs diff=lfs merge=lfs -text
*.[aA][dD][tT][sS] filter=lfs diff=lfs merge=lfs -text

--------------------------------------------------

# Video formats
# Read more in: https://docs.unrealengine.com/5.0/en-US/media-framework-technical-reference-for-unreal-engine/

# Always recommended to use, supports all platforms:
# For the best compatibility and performance, it is recommended to use H.264 encoded MP4 (.mp4) container files.
*.[mM][pP]4 filter=lfs diff=lfs merge=lfs -text

Can also be used, only some platforms are supported:
*.3[gG]2 filter=lfs diff=lfs merge=lfs -text
*.3[gG][pP] filter=lfs diff=lfs merge=lfs -text
*.3[gG][pP]2 filter=lfs diff=lfs merge=lfs -text
*.3[gG][pP][pP] filter=lfs diff=lfs merge=lfs -text
*.[mM]4[aA] filter=lfs diff=lfs merge=lfs -text
*.[mM]4[vV] filter=lfs diff=lfs merge=lfs -text
*.[mM][o][vV] filter=lfs diff=lfs merge=lfs -text
*.[aA][sS][fF] filter=lfs diff=lfs merge=lfs -text
*.[aA][vV][iI] filter=lfs diff=lfs merge=lfs -text
*.[wW][mM][vV] filter=lfs diff=lfs merge=lfs -text

--------------------------------------------------

# Fonts
# Read more in: https://docs.unrealengine.com/5.0/en-US/importing-fonts-in-unreal-engine/

*.[tT][tT][fF] filter=lfs diff=lfs merge=lfs -text
*.[oO][tT][fF] filter=lfs diff=lfs merge=lfs -text

--------------------------------------------------

# Documents
*.[cC][sS][vV] filter=lfs diff=lfs merge=lfs -text

# This is optional, to store information you want to share in the repository as documentation about the project, remove it if you don't need it.
*.[pP][dD][fF] filter=lfs diff=lfs merge=lfs -text
9 Likes

How do i get this for metahuman, right now my metahuman face 8k asset is not being pushed to lfs

what does the chars in the square brackets mean?

[fF][bB][xX] = fbx = FBX, what this does is that regardless of whether the file extension is written in uppercase or lowercase, it will recognize it, because if you put for example: *.fbx filter=lfs diff=lfs merge=lfs -text but your file had . FBX (uppercase), Git LFS will not recognize it as a file to upload to the repository, therefore it will not be loaded, those parentheses are like triads of characters that words are assembled with their corresponding components, then when you get to those lines Git checks each triad and checks both fbx and then FBX files and when finished, continues to the next line and so on, I do not remember well, but I’m almost sure that Git also checks the possible combinations ie things like fBx, Fbx, fBX, etc… …

1 Like


ive gotten this error a few times.
just now i compiled a blueprint and got it.

never mind, it was missing a # on a comment and a . before a filetype

@xXbollerXx
It is regex pattern. for e.g. [hH] translates to either h or H

Typos on line 70 and 89:

image

image
line 70 : add a . between * and [wW]...

image
line 89 : comment the line

1 Like

More typo (in addition to those mentioned by others):

  • Missing a closing bracket after the lL for the float extension:
    *.[fF][lL[oO][aA][tT] filter=lfs diff=lfs merge=lfs -text

Question:

  • Why is CSV in the list? CSV documents are supposed to be text files.
1 Like