Source control alternatives for Unreal Engine teams
Trying to pick a source control tool for your Unreal Engine project? This page lays out the real options and where each one fits, so you can choose with your eyes open. Teams are weighing the same two things: keeping an unreleased game private, and never losing a version. Compare honestly, including against us.
Perforce Helix Core
The AAA standard
Proven, and the default at big studios. Requires servers, admins, and per-seat licenses. Hard for artists to use.
Best for
AAA studios with on-prem needs and in-house DevOps
Git + Git LFS
Engineer-friendly, not artist-friendly
Free and flexible. Fragile for large binaries, expensive in bandwidth, and confusing for non-engineers. Good for code-heavy projects.
Best for
Small engineering-led teams comfortable with Git
Lore (Unreal Version Control)
Epic's open-source option
Free and open source, from the people who make the engine. You provide the server, the storage, the backups, and the person who maintains all three.
Best for
Studios with infrastructure staff who want to own the whole stack
Anchorpoint
Git LFS with a friendly face
Polished desktop client over Git + LFS. Still inherits LFS quirks and Git host pricing for storage and bandwidth.
Best for
Teams committed to a Git host who want a better UI
Plastic SCM / Unity VCS
Capable and Unity-centric
Rebranded as Unity Version Control. Strong merging, multiple clients, complex to learn. Pricing tied to Unity tiers.
Best for
Teams wanting deep in-editor integration and branch-per-task merge
Diversion
Broad large-asset source control
Targets game, video, and VFX. Similar category to USourceControl, with a broader industry focus.
Best for
Teams spanning game and non-game large-asset work
Azure DevOps
All-in-one DevOps suite
Git repos, boards, and pipelines in one place. Source control is general-purpose, not game-specific.
Best for
Microsoft-shop studios already on Azure
Where USourceControl fits
USourceControl is cloud version control for Unreal Engine teams. It saves every change to your game in the cloud, keeps the whole team in sync, and never loses a file. Here is how that compares to the options above.
Purpose-built for game projects
Not a Git frontend, not a general DevOps suite. Every design decision is shaped by how Unreal Engine teams actually work: large binaries, mixed roles, long-lived assets. Unlike Anchorpoint, storage is included, so there is no Git host or backend of your own to wire up and pay for.
Private and never lost, without the infrastructure
The privacy and safety studios self-host for, with nothing to set up. Your unreleased game lives in private storage in EU data centers. Your files are never public and never indexed, and we never sell them, advertise against them, or train any model on them. Every version is saved and SHA-256 integrity-verified, recoverable with one click. No server to stand up or secure. Unlike Diversion, we lead on privacy, not just speed. Private, permanent, verifiable.
One app for every role
Artists, designers, engineers, and producers all work from the same clean desktop app. No terminal, no P4V, no LFS pointer confusion. Unlike Perforce, there is no server to run and no IT to staff, and the people making your game can use it without an engineer's help.
One price, nothing hidden
Flat per-user pricing with unlimited storage and bandwidth included, no separate storage bill to reason about. Starts at $25/user/mo. The desktop app is source available for Enterprise.
Still evaluating? Kick the tires.
Private, permanent, verifiable. One app your artists actually use. From $25/user/mo. Set up a project alongside whatever you use today.
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