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Learning Unreal Engine game development
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.editorconfig

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# EditorConfig helps developers define and maintain consistent
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# coding styles between different editors and IDEs
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# editorconfig.org
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root = true
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[*]
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end_of_line = lf
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charset = utf-8
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trim_trailing_whitespace = true
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insert_final_newline = true
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indent_style = space
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indent_size = 2
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[*.md]
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trim_trailing_whitespace = false

.gitattributes

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* text=auto

.gitignore

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# VSCode workspace
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*.code-workspace

README.md

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# :video_game: Learning Unreal Engine Game for Game Development
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## :page_with_curl: License
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The source code is free -- see the [LICENSE](LICENSE) file for details
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All game assets used in these tutorials (art, sound, music) was provided by the tutorial, and probably have their own end user license agreements.

UnrealEngine.editorconfig

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# EditorConfig is awesome: http://EditorConfig.org
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# top-most EditorConfig file
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root = true
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# Windows newlines with a newline ending every file
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[*]
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end_of_line = crlf
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insert_final_newline = true
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# UE4 project file
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[*.uproject]
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indent_style = space
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indent_size = 2
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# Module target files
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[*.cs]
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indent_style = tab
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# C++ source files
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[{**.cpp,**.h}]
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indent_style = tab

UnrealEngine.gitattributes

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# UE file types
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*.uasset filter=lfs diff=lfs merge=lfs -text
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*.umap filter=lfs diff=lfs merge=lfs -text
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# Raw Content types
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*.fbx filter=lfs diff=lfs merge=lfs -text
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*.3ds filter=lfs diff=lfs merge=lfs -text
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*.psd filter=lfs diff=lfs merge=lfs -text
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*.png filter=lfs diff=lfs merge=lfs -text
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*.mp3 filter=lfs diff=lfs merge=lfs -text
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*.wav filter=lfs diff=lfs merge=lfs -text
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*.xcf filter=lfs diff=lfs merge=lfs -text
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*.jpg filter=lfs diff=lfs merge=lfs -text

UnrealEngine.gitignore

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# Visual Studio 2015 user specific files
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.vs/
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# Compiled Object files
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*.slo
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*.lo
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*.o
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*.obj
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# Precompiled Headers
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*.gch
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*.pch
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# Compiled Dynamic libraries
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*.so
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*.dylib
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*.dll
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# Fortran module files
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*.mod
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# Compiled Static libraries
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*.lai
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*.la
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*.a
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*.lib
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# Executables
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*.exe
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*.out
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*.app
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*.ipa
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# These project files can be generated by the engine
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*.xcodeproj
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*.xcworkspace
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*.sln
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*.suo
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*.opensdf
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*.sdf
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*.VC.db
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*.VC.opendb
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# Precompiled Assets
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SourceArt/**/*.png
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SourceArt/**/*.tga
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# Binary Files
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Binaries/*
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Plugins/*/Binaries/*
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# Builds
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Build/*
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# Whitelist PakBlacklist-<BuildConfiguration>.txt files
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!Build/*/
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Build/*/**
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!Build/*/PakBlacklist*.txt
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# Don't ignore icon files in Build
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!Build/**/*.ico
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# Built data for maps
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*_BuiltData.uasset
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# Configuration files generated by the Editor
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Saved/*
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# Compiled source files for the engine to use
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Intermediate/*
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Plugins/*/Intermediate/*
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# Cache files for the editor to use
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DerivedDataCache/*

learning-unreal-editor/.editorconfig

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# EditorConfig helps developers define and maintain consistent
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# coding styles between different editors and IDEs
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# editorconfig.org
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root = true
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[*]
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end_of_line = lf
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charset = utf-8
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trim_trailing_whitespace = true
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insert_final_newline = true
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indent_style = space
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indent_size = 2
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[*.txt]
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indent_style = tab
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indent_size = 4
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[*.md]
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trim_trailing_whitespace = false

learning-unreal-editor/.gitattributes

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* text=auto

learning-unreal-editor/.gitignore

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# Include your project-specific ignores in this file
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# Read about how to use .gitignore: https://help.github.com/articles/ignoring-files
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# Useful .gitignore templates: https://github.com/github/gitignore

learning-unreal-editor/LICENSE.md

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This is free and unencumbered software released into the public domain.
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Anyone is free to copy, modify, publish, use, compile, sell, or
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distribute this software, either in source code form or as a compiled
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binary, for any purpose, commercial or non-commercial, and by any
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means.
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In jurisdictions that recognize copyright laws, the author or authors
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of this software dedicate any and all copyright interest in the
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software to the public domain. We make this dedication for the benefit
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of the public at large and to the detriment of our heirs and
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successors. We intend this dedication to be an overt act of
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relinquishment in perpetuity of all present and future rights to this
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software under copyright law.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
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EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
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IN NO EVENT SHALL THE AUTHORS BE LIABLE FOR ANY CLAIM, DAMAGES OR
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OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE,
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ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
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OTHER DEALINGS IN THE SOFTWARE.
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For more information, please refer to <http://unlicense.org>

learning-unreal-editor/README.md

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# Game Development Project Structure
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## About
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Game development project folder structure
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* Assets - all art assets, sounds and music files
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* Docs - project documentation and manual
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* Game - playable demo, tests builds and final distribution
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* Source - the game source code
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### .editorconfig
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The `.editorconfig` file encourage and help to maintain consistent coding styles between different
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editors and IDEs. For more details, please refer to the [EditorConfig
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project](http://editorconfig.org/).
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### .gitignore
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Comprehensive set of ignores on GitHub: [https://github.com/github/gitignore](https://github.com/github/gitignore)
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### LICENCE
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An open source license protects contributors and users. Businesses and savvy developers won’t touch a project without this protection.
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[Choose a license](https://choosealicense.com/) for your project.
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### VERSION
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Learn about [Semantic Versioning](https://semver.org/) and how to use it in your project.
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# Assets
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The assets folder will keep all game releated assets. Music, sound, sprites, 3D models and other game graphics.

learning-unreal-editor/docs/README.md

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# Docs
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The documents folder is for game designs, any notes as well as the game manual.
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# Amazon-Appstore
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You need an Android application to deploy to the Amazon Appstore.
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# Chrome-Web-Store
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Chrome will be removing support for Chrome Apps on all platforms.
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# Cordova / PhoneGap
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Cordova applications can be created from [Construct 3](https://www.construct.net/en).
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## Using Cordova or PhoneGap and not Construct 3
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If you are creating your game as a [Cordova](https://cordova.apache.org/) or [PhoneGap](https://www.phonegap.com/) application the project code should be in the source folder.
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# HTML5 Game
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HTML5 games uses cross-platform or cross-browser technology.
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## Creating HTML Games
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All game engines should allow you to export to HTML5.
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Or you can use an dedicated HTML5 game engine or framework to create your game, like [Construct 3](https://www.construct.net/en) and [Phaser](https://phaser.io/).
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## Publish HTML5 Games
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Publish HTML5 games to [itch.io](https://itch.io/), [Kongregate](https://www.kongregate.com), [Kartridge]() or host on your own website.
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# Linux
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A game build that runs on a Linux OS
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# NW.js
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Use [NW.js](https://nwjs.io/) to build stand alone applications
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# Scirra Arcade
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Deploy to the Scirra Arcade
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# Windows
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Windows native appliaction and Windows Store application
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# EditorConfig is awesome: http://EditorConfig.org
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# top-most EditorConfig file
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root = true
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# Windows newlines with a newline ending every file
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[*]
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end_of_line = crlf
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insert_final_newline = true
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# UE4 project file
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[*.uproject]
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indent_style = space
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indent_size = 2
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# Module target files
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[*.cs]
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indent_style = tab
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# C++ source files
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[{**.cpp,**.h}]
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indent_style = tab
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# UE file types
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*.uasset filter=lfs diff=lfs merge=lfs -text
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*.umap filter=lfs diff=lfs merge=lfs -text
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# Raw Content types
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*.fbx filter=lfs diff=lfs merge=lfs -text
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*.3ds filter=lfs diff=lfs merge=lfs -text
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*.psd filter=lfs diff=lfs merge=lfs -text
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*.png filter=lfs diff=lfs merge=lfs -text
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*.mp3 filter=lfs diff=lfs merge=lfs -text
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*.wav filter=lfs diff=lfs merge=lfs -text
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*.xcf filter=lfs diff=lfs merge=lfs -text
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*.jpg filter=lfs diff=lfs merge=lfs -text
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# Visual Studio 2015 user specific files
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.vs/
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# Compiled Object files
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*.slo
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*.lo
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*.o
8+
*.obj
9+
10+
# Precompiled Headers
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*.gch
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*.pch
13+
14+
# Compiled Dynamic libraries
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*.so
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*.dylib
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*.dll
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# Fortran module files
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*.mod
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# Compiled Static libraries
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*.lai
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*.la
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*.a
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*.lib
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# Executables
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*.exe
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*.out
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*.app
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*.ipa
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# These project files can be generated by the engine
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*.xcodeproj
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*.xcworkspace
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*.sln
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*.suo
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*.opensdf
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*.sdf
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*.VC.db
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*.VC.opendb
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# Precompiled Assets
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SourceArt/**/*.png
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SourceArt/**/*.tga
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# Binary Files
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Binaries/*
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Plugins/*/Binaries/*
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# Builds
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Build/*
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# Whitelist PakBlacklist-<BuildConfiguration>.txt files
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!Build/*/
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Build/*/**
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!Build/*/PakBlacklist*.txt
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# Don't ignore icon files in Build
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!Build/**/*.ico
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# Built data for maps
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*_BuiltData.uasset
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# Configuration files generated by the Editor
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Saved/*
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# Compiled source files for the engine to use
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Intermediate/*
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Plugins/*/Intermediate/*
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# Cache files for the editor to use
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DerivedDataCache/*

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