Source Control¶
Repository Policy¶
The project uses Git with Git LFS for Unreal binary assets.
The repository should contain the project, source code, configuration, documentation, and committed Unreal assets needed to open and work on the game.
The repository should not become an asset warehouse or backup of generated files.
Git LFS¶
Current required LFS patterns:
These file types are Unreal binary asset and map formats. They should be tracked through LFS from the first asset commit.
Do not add broad raw asset formats to LFS by default. Add formats such as .fbx, .wav, .tga, .psd, or .blend only when those source files are intentionally part of the project repo.
Line Endings¶
This is a Windows-first Unreal project. The repository currently checks text files out with Windows line endings:
Binary Unreal assets are excluded from text normalization by their -text LFS rules.
Ignored Files¶
Generated and local files should stay out of Git:
Binaries/Intermediate/Saved/DerivedDataCache/.vs/- generated solution files such as
*.sln - local IDE workspace state
- packaged builds
- crash dumps and logs
Rider project metadata may be committed selectively. Do not commit user-specific workspace/cache files.
Commit Discipline¶
Prefer small, intentional commits:
- source-control setup
- documentation scaffold
- project-specific content structure
- interaction scaffold
- scanner scaffold
- first vertical slice assets
Avoid mixing unrelated code, content, and cleanup in one commit when practical.
Unreal Editor Workflow¶
Before large Git operations:
- Save All in Unreal.
- Close the editor if possible.
- Review
git status. - Confirm generated folders are ignored.
- Commit only intentional changes.
Do not aggressively delete template assets until the project-specific scaffold is committed and the replacement path is clear.