# 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)