# Pittasoft - ProtoTypeB
ProtoTypeB 저장소입니다.
초기 사용자분들은 프로젝트 세팅을 해주시길 바랍니다.
프로젝트 개발에 참고할 수 있는 공유문서는 사내 위키 통해서 확인 하실 수 있습니다. Pittasoft Wiki 를 확인해주세요.
# 프로젝트 세팅
Common : 모든작업자 대상입니다.
Dev : 프로그래머 대상입니다.
## Common
### Setup
> [Project Setup](https://drive.google.com/file/d/1P7QhJ4P4dWvVVRXGZDWE0dGnNpAnxcYs/view?usp=drive_link)
### Manual
> [Unreal Git Source Control Guide](https://drive.google.com/file/d/1RM9YIZB0fr0oNW2hluz8QFQosGlEGRuy/view?usp=drive_link)
> [TortoiseGit Guide](https://drive.google.com/file/d/13LwXsKK75pRujFVehlpcYdwk8laNuEpd/view?usp=drive_link)
> [SourceTree Guide](https://drive.google.com/file/d/13PN9-wE5r4FexwHHChAOMngILbxn7Uw-/view?usp=drive_link)
### 프로젝트 폴더 구조
펼치기
### 네이밍 규칙
펼치기
| Domain | Type | Prefix | Suffix | Example | Notes |
|----------------|---------------------------------------|---------|---------|----------------------|-------------------------------------------------------------------------------------------------------------------|
| Animation | Aim Offset | AO_ | | AO_Example | |
| Animation | Aim Offset 1D | AO_ | _1D | AO_Example | |
| Animation | Animation Blueprint | ABP_ | | ABP_Example | |
| Animation | Animation Composite | AC_ | | AC_Example | |
| Animation | Animation Montage | AM_ | | AM_Example | |
| Animation | Animation Notify | AN_ | | AN_Example | |
| Animation | Animation Sequence | AS_ | | AS_Example | |
| Animation | Blend Space | BS_ | | BS_Example | |
| Animation | Blend Space 1D | BS_ | _1D | BS_Example | |
| Animation | Morph Target | MT_ | | MT_Example | |
| Animation | Paper Flipbook | PFB_ | | PFB_Example | |
| Animation | Rig | Rig_ | | Rig_Example | |
| Animation | Skeleton | SKEL_ | | SKEL_Example | |
| Animation | IK Rig | IK_ | | IK_Example | |
| Animation | IK Retargeter | RTG_ | | RTG_Example | |
| Animation | Control Rig | CR_ | | CR_Example | |
| Animation | Pose Asset | PA_ | | PA_Example | |
| AI | AI Controller | AIC_ | | AIC_Example | |
| AI | Behavior Tree | BT_ | | BT_Example | |
| AI | Blackboard | BB_ | | BB_Example | |
| AI | Decorator | BTD_ | | BTD_Example | |
| AI | Service | BTS_ | | BTS_Example | |
| AI | Task | BTT_ | | BTT_Example | |
| AI | Environment Query | EQS_ | | EQS_Example | |
| AI | Environment Query Context | EQS_ | Context | EQS_Example_Context | |
| Audio | Dialogue Voice | DV | | DV_Example | |
| Audio | Dialogue Wave | DW_ | | DW_Example | |
| Audio | Media Sound Wave | MSW_ | | MSW_Example | |
| Audio | Reverb Effect | Reverb_ | | Reverb_Example | |
| Audio | MetaSoundSource | MS_ | | MS_Example | |
| Audio | MetaSoundPatch | MSP_ | | MSP_Example | |
| Audio | Sound Attenuation | ATT_ | | ATT_Example | |
| Audio | Sound Class | | | example | No prefix-suffix. Should be placed in a folder called SoundClasses. |
| Audio | Sound Concurrency | | SC | Example_SC | Should be named after a SoundClass |
| Audio | Sound Cue | A | _Cue | A_Example_Cue | |
| Audio | Sound Mix | Mix_ | | Mix_Example | |
| Audio | Sound Wave | A_ | | A_Example | |
| Audio | Attenuation | | _ATT | Example_ATT | |
| Audio | Soundscape Palette | SP_ | | SP_Example | |
| Audio | Soundscape Color | SC_ | | SC_Example | |
| Blueprint | Blueprint | BP | | BP_Example | Some use B_ as a prefix. |
| Blueprint | Blueprint Component | BP_ | * | BP_Example_AC | Suffix should be the first letters of the component class. e.g., Actor Component = AC, Scene Component = SC, etc. |
| Blueprint | Blueprint Function Library | BPFL | | BPFL_Example | |
| Blueprint | Blueprint Macro Library | BPML | | BPML_Example | |
| Blueprint | Blueprint Interface | BPI | | BPI_Example | |
| Blueprint | Enumerator | E | | Example | No underscore |
| Blueprint | Structure | S | | SExample | No underscore |
| Blueprint | Tutorial Blueprint | TBP_ | | TBP_Example | |
| Enhanced Input | Input Action | IA_ | | IA_Example | |
| Enhanced Input | Input Mapping Context | IMC_ | | IMC_Example | |
| Gameplay | Gameplay Abilities | GA_ | | GA_Example | |
| Gameplay | Gameplay Effects | GE_ | | GE_Example | |
| Gameplay | Gameplay Cue Notifies | GCN_ | | GCN_Example | |
| Gameplay | Latent Gameplay Cue Notifies | GCNL_ | | GCNL_Example | |
| Gameplay | Game Phase Abilities | Phase_ | | Phase_Example | |
| Gameplay | Ability Set | AS_ | | AS_Example | |
| Mesh | Skeletal Mesh | SK_ | | SK_Example | |
| Mesh | Static Mesh | SM_ | | SM_Example | Some use S_ as the prefix. |
| Material | Material | M_ | | M_Example | |
| Material | Material Instance | MI_ | | MI_Example | |
| Material | Material (Decal) | M_, MI_ | _Decal | M_Example_Decal | |
| Material | Material (Light Function) | M_, MI_ | _LF | M_Example_LF | |
| Material | Material (Post Process) | M_, MI_ | _PP | M_Example_PP | |
| Material | Material (User Interface) | M_, MI_ | _UI | M_Example_UI | |
| Material | Material (Volume) | M_, MI_ | _Vol | M_Example_Vol | |
| Material | Material Function | MF_ | | MF_Example | |
| Material | Material Parameter Collection | MPC_ | | MPC_Example | |
| Material | Subsurface Profile | SP_ | | SP_Example | |
| Texture | Texture | T_ | | T_Example | |
| Texture | Texture (Base Color) | T_ | _BC | T_Example_BC | Base Color, Albedo, Diffuse |
| Texture | Texture (Ambient Occlusion) | T_ | _AO | T_Example_AO | |
| Texture | Texture (Roughness) | T_ | _R | T_Example_R | |
| Texture | Texture (Specular) | T_ | _S | T_Example_S | |
| Texture | Texture (Metallic) | T_ | _M | T_Example_M | |
| Texture | Texture (Normal) | T_ | _N | T_Example_N | |
| Texture | Texture (Emissive) | T_ | _E | T_Example_E | |
| Texture | Texture (Mask) | T_ | _Mask | T_Example_Mask | |
| Texture | Texture (Flow Map) | T_ | _F | T_Example_F | |
| Texture | Texture (Height) | T_ | _H | T_Example_H | |
| Texture | Texture (Displacement) | T_ | _D | T_Example_D | |
| Texture | Texture (Light Map) | T_ | _L | T_Example_L | |
| Texture | Texture (Alpha/Opacity) | T_ | _A | T_Example_A | |
| Texture | Texture (Packed) | T_ | _* | T_Example_ARMH | Use texture type in RGBA order. e.g., ARMH (Ambient Occlusion, Roughness, Metallic, Height) |
| Texture | Texture Cube | TC_ | | TC_Example | |
| Texture | Media Texture | MT_ | | MT_Example | |
| Texture | Render Target | RT_ | | RT_Example | |
| Texture | Cube Render Target | RTC_ | | RTC_Example | |
| Texture | Texture Light Profile | TLP_ | | TLP_Example | |
| Niagara | Niagara Emitter | NE_ | | NE_Example | |
| Niagara | Niagara System | NS_ | | NS_Example | |
| Niagara | Niagara Dynamic Input Script | NDIS_ | | NDIS_Example | |
| Niagara | Niagara Effect Type | NET_ | | NET_Example | |
| Niagara | Niagara Function Script | NFS_ | | NFS_Example | |
| Niagara | Niagara Module Script | NMS_ | | NMS_Example | |
| Niagara | Niagara Parameter Collection | NPC_ | | NPC_Example | |
| Niagara | Niagara Parameter Collection Instance | NPCI_ | | NPCI_Example | |
| Paper 2D | Paper Flipbook | PFB_ | | PFB_Example | |
| Paper 2D | Sprite | SPR_ | | SPR_Example | |
| Paper 2D | Sprite Atlas Group | SPRG_ | | SPRG_Example | |
| Paper 2D | Tile Map | TM_ | | TM_Example | |
| Paper 2D | Tile Set | TS_ | | TS_Example | |
| Physics | Physical Material | PM_ | | PM_Example | |
| Physics | Physics Asset | PHYS_ | | PHYS_Example | |
| Physics | Destructable Mesh | DM_ | | DM_Example | |
| UI | Widget Blueprint | WBP_ | | WBP_Example | Some use WBP_ as a prefix |
| UI | Editor Utility Widget Blueprint | EUW_ | | EUW_Example | |
| UI | Font | Font_ | | Font_Example | |
| UI | Slate Brush | SB_ | | SB_Example | |
| UI | Slate Widget Style | SWS_ | | SWS_Example | |
| Misc | Animated Vector Field | VFA_ | | VFA_Example | |
| Misc | Camera Anim | CA_ | | CA_Example | |
| Misc | Blink Media Player | BMP_ | | BMP_Example | |
| Misc | Color Curve | Curve_ | Color | Curve_Example_Color | |
| Misc | Curve Atlas | Curve | Atlas | Curve_Example_Atlas | |
| Misc | Curve Table | Curve | Table | Curve_Example_Table | |
| Misc | Float Curve | Curve | Float | Curve_Example_Float | |
| Misc | Vector Curve | Curve | Vector | Curve_Example_Vector | |
| Misc | Data Asset | DA*_ | | DA_Weapon_Example | Prefix should be based on sub-class type |
| Misc | Data Table | DT_ | | DT_Example | |
| Misc | Data Registry | DR_ | | DR_Example | |
| Misc | File Media Source | FMS_ | | FMS_Example | |
| Misc | Foliage Type | FT_ | | FT_Example | |
| Misc | Force Feedback Effect | FFE_ | | FFE_Example | |
| Misc | Landscape Grass Type | LG_ | | LG_Example | |
| Misc | Landscape Layer | LL_ | | LL_Example | |
| Misc | Level | L_ | | L_Example | |
| Misc | Level Instance | LI_ | | LI_Example | |
| Misc | Level (World Partition) | L_ | _WP | L_Example_WP | |
| Misc | Media Player | MP_ | | MP_Example | |
| Misc | Object Library | OL_ | | OL_Example | |
| Misc | Redirector | | | | Fix redirectors ASAP |
| Misc | Static Vector Field | VF_ | | VF_Example | |
| Misc | Touch Interface Setup | TI_ | | TI_Example | |
| Plugin | Asset Placement Palette | APP_ | | APP_Example | Asset Placement Editor Mode Plugin |
| Plugin | Substance Graph Instance | SGI_ | | SGI_Example | Substance Plugin |
| Plugin | Substance Instance Factor | SIF_ | | SIF_Example | Substance Plugin |
| Cinematic | Level Sequence | LS_ | | LS_Example | |
## Dev
> [Coding Standard](https://docs.unrealengine.com/4.27/ko/ProductionPipelines/DevelopmentSetup/CodingStandard)
> [Server Test Guide](https://drive.google.com/file/d/1UPTERVw-BChFSt6eu0uX_BtPZ35aJjio/view?usp=drive_link)