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ComparisonJuly 25, 202614 min

The Best Source Control for Unreal Engine 5 in 2026

We make one of these, so read this with that in mind. We've still tried to write the version we'd have wanted before choosing, including the parts where the answer isn't us.

By Victor Chanet

What Unreal Engine 5 changed about the question

Most advice about game source control was written against UE4-shaped projects, and Unreal Engine 5 moved the goalposts in two directions at once.

Individual files got much larger. Nanite meshes ship full-detail source geometry instead of authored LOD chains, so a hero asset that was 40 MB now routinely runs to hundreds of megabytes. Virtual textures made 8K and 16K inputs practical. MetaHuman characters arrive with dense meshes, groom data, and multi-gigabyte texture sets.

File counts exploded too. World Partition enables One File Per Actor by default, which saves every placed actor into its own small binary under __ExternalActors__. A populated open world produces thousands of them.

So the question is no longer "can it handle big files." It is whether a system handles very large files and very many small ones at the same time. That single requirement reorders the entire field.

Perforce: still the answer if you have the people

Perforce Helix Core is the AAA default and the reputation is earned. It handles enormous binaries natively, exclusive checkout is a first-class workflow rather than an add-on, the Unreal editor integrates with it directly, and its file-locking model suits OFPA's many-small-files pattern about as well as anything could.

The cost is everything around it. You need a server, sized and maintained. Per-seat licensing scales badly below enterprise volume. Remote work wants proxies or edge servers to feel good. Client specs and workspace mapping are powerful and reliably misconfigured on somebody's first day.

Pick it ifyou have infrastructure staff, or a publisher requirement, or a project large enough that Perforce's scaling is the deciding factor. Skip it if the person who would administer it is also your technical director.

Git + LFS: free, familiar, and the first thing to break

Git is the default reach because everyone already knows it, and for a code-heavy project with modest art it genuinely works.

Three things tend to break, in roughly this order.

Pointer-file accidents. LFS commits a small text stub in place of each binary. If any client or CI runner is not LFS-aware and commits, the stubs replace your assets. Nothing fails loudly. Someone opens the project a week later and finds a texture that is 130 bytes of text.

Bandwidth billing. Hosts meter LFS bandwidth and sell it in packs. A team pulling nightly multi-gigabyte builds burns through allocations without changing anything about how they work.

File count. This is the UE5-specific one. Every OFPA actor file needs its own pointer, so the Git index grows by an entry per actor and index-walking operations slow noticeably. LFS was designed for a few hundred large files, not tens of thousands of small ones.

Pick it if your project is mostly code. Skip it if you are building an open world.

Lore (Unreal Version Control): the interesting new one

Epic open-sourced Lore, also called Unreal Version Control or URC, as a free Perforce alternative. It targets exactly the right problems and it comes from the people who build the engine, which makes it the most interesting arrival in this category in years.

The honest framing is that the comparison is not free versus paid. It is who runs the server. Free software on hardware you maintain costs whoever is handling storage, backups, uptime, and upgrades instead of building your game. For a studio with infrastructure staff that is marginal. For a five-person team it is the entire cost.

The other caveat is maturity. Perforce has decades of production hardening at enormous scale; Lore is new. Weigh how much that matters on your project.

Pick it if you want to own the whole stack, have a policy requirement to keep data on your own hardware, or are already running infrastructure competently. Longer comparison here.

Diversion and Anchorpoint

Diversion is cloud-native, targets game, video, and VFX, and has an Unreal plugin on Fab with Epic recognition behind it. That plugin is a real advantage: in-editor status, conflict warnings before you open a file, and no server setup. If a first-party editor integration is your deciding factor, they are further along than we are and it would be silly to pretend otherwise.

Anchorpointwraps Git and LFS in a client artists will actually use, which solves the interface problem genuinely well. What it does not do is change what is underneath: you still have LFS pointer semantics and your Git host's storage and bandwidth pricing, including the OFPA file-count issue.

Pick Diversion if you want the most mature in-editor integration available today. Pick Anchorpoint if you are committed to a Git host and the problem you are solving is that your artists hate the CLI.

Where we fit, and where we don't

We built USourceControl for Unreal teams that do not have DevOps to spare. Both extremes of a UE5 project are the normal case: no pointer-file layer, hash-based delta sync, per-file server-authoritative locking, up to 25,000 files in one commit, 5 GB per file, and unlimited storage and bandwidth on every plan including the free one.

Where we are the wrong answer, plainly:

  • You need data on hardware you own. We are a service. Lore or Perforce.
  • You want the most mature in-editor integration today. Our Unreal plugin is still in development; Diversion's is shipping.
  • You need macOS or Linux desktop clients outside an Enterprise agreement.
  • You want branch-per-task with heavy merging. Plastic SCM / Unity VCS is stronger there.
  • Your project is code-only. Plain Git is simpler and free.

Pick us if you are a small or mid-size Unreal Engine 5 team, nobody wants to be a server admin, and you would rather your storage question just went away.

How to actually decide

Two questions get you most of the way, and neither is about features.

Who runs the server?If the answer is "a person we have, who is good at it," then Perforce and Lore open up and are strong choices. If the answer is "nobody, really," then you want a service and the list is short.

What is the art-to-code ratio? Mostly code, Git is fine and free. Mostly art, and especially an open world with World Partition, you need something built for binaries and file counts, and Git stops being a serious option regardless of how comfortable the team is with it.

Everything else is preference. Pick the one whose failure mode you can live with, migrate later if you were wrong, and get back to the game.

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