Comparison hub

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

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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

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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

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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

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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

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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

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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

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Where we fit

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.

Create your first project