Source control, done right for Unreal Engine 5
Setup, migration, World Partition, shipping to Steam, and the working habits that keep a team from ever losing a day of work. Written for Unreal Engine teams, no fluff.
How to set up source control for Unreal Engine
Prepare your project, set exclusions, push your first commit, and bring your team on. Works for UE4 and UE5, solo or team.
10 min readHow to publish an Unreal Engine game to Steam
From a committed project to a build sitting in Steamworks. Depots, SteamPipe, Steam Guard, beta branches, and the same flow for Epic and itch.io.
14 min readHow to create a demo for your Unreal Engine game
Choose what ships, override what has to differ, keep the demo improving as the main game does, freeze it for Next Fest, and publish it to its own Steam app. Without a second copy of your project.
16 min readOne File Per Actor and source control
OFPA exists to solve a source control problem, and it creates a new one. What it does to your repository, and how locking should work around it.
12 min readWorld Partition team workflow
Several people, one open world, no lost days. Data layers, the HLOD decision, and where locking still matters in UE5.
11 min readHow to collaborate in Unreal Engine 5
Dividing a project so people don't collide, the locking habit that prevents lost work, and onboarding someone in an afternoon.
13 min readHow to migrate from Perforce to USourceControl
Move your Unreal project off Perforce and stop running a server. Two migration strategies and a clean cutover plan.
12 min readGame asset versioning best practices
The patterns that work, the mistakes to avoid, and the discipline that separates teams who lose work from teams who don't.
11 min readBlueprint merge conflicts: prevent and resolve
Unreal blueprints are binary .uasset files. Learn how to stop two people overwriting each other's work before it happens.
6 min read