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removed files that should not be included and updated .gitignore #4
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Ue55 build version is on the ue55 branch and there are prebuilt 5.5 and 5.4 releases in the releases section |
You misunderstood my comment. I'm talking about how built binaries should not be a part of the repo but only releases. You check-in compiled versions directly in the git repo. |
Ahh I was conflicted about that one. I wanted people to be able to just
clone the repo as well since that’s what I typically do…. I’m really
thinking I should just retire the repo and do fab releases to stop being so
confusing…. Thoughts?
…On Fri, Mar 21, 2025 at 9:50 AM Benjamin ***@***.***> wrote:
You misunderstood my comment. I'm talking about how built binaries should
not be a part of the repo but only releases. You check-in compiled versions
directly in the git repo.
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(threepeatgames/ThreepeatAnimTools#4)
<#4 (comment)>
You misunderstood my comment. I'm talking about how built binaries should
not be a part of the repo but only releases. You check-in compiled versions
directly in the git repo.
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I think its awesome that this is on GitHub, its a great contribution to the unreal engine open source space so I do not think you should go fab-only. Its easy enough to solve and this PR takes care of removing the files and updating your .gitignore, and your releases with the prebuilt binaries will still be there. |
Ok, you talked me into it!
…On Fri, Mar 21, 2025 at 12:49 PM Benjamin ***@***.***> wrote:
I think its awesome that this is on GitHub, its a great contribution to
the unreal engine open source space so I do not think you should go
fab-only. Its easy enough to solve and this PR takes care of removing the
files and updating your .gitignore, and your releases with the prebuilt
binaries will still be there.
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(threepeatgames/ThreepeatAnimTools#4)
<#4 (comment)>
I think its awesome that this is on GitHub, its a great contribution to
the unreal engine open source space so I do not think you should go
fab-only. Its easy enough to solve and this PR takes care of removing the
files and updating your .gitignore, and your releases with the prebuilt
binaries will still be there.
—
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<#4 (comment)>,
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Build output files should not be tracked in the source repository tree.
This causes issues especially when the plugin is used as a git submodule and changes are recognized just because you've compiled the plugin again.
If its meant as a way to share prebuilt versions for the launcher release of Unreal i can highly recommend tagging and making a github release for the versions instead. Which will let you upload a zip with the packaged version.Saw that you do use releases.