Unreal Engine
Cloud version control for Unreal Engine
Save every change to your Unreal project in the cloud, keep the whole team in sync, and never lose a file. It versions your maps, .uasset files, and packaged builds, locks binary blueprints so two people can't overwrite each other, and needs no Perforce server and no Git LFS. Your assets stay in private storage only your team can reach, and every version is recoverable.
Purpose-built
Made for how Unreal projects actually work
Native .uasset handling
Multi-gigabyte .uasset and .umap files are first-class. No LFS pointers, no typemap tuning, no depot sizing.
Blueprint locking
Binary blueprints can't be merged. USourceControl locks them during edit so two designers can't silently overwrite each other's work.
Unreal-aware defaults
Saved/, Intermediate/, DerivedDataCache/, and Binaries/ are excluded by default, so your team syncs Content, Config, and Source, not build junk.
Handles build artifacts
Packaged builds for playtesting? Commit them. Large binaries are first-class. Every version is stored privately, integrity-verified with SHA-256, and recoverable.
One app, every role
Level designers, environment artists, VFX, animators, and engineers all work from the same desktop app. No P4V, no Git CLI.
Set up in under 5 minutes
Create a project on the dashboard, paste the project key into the desktop app, point it at your Unreal project folder. Done.
Why Unreal projects need source control built for them
Unreal Engine projects break Git in ways that aren't obvious until you've lost a week debugging LFS pointer issues. .uasset files are binary, often large (textures, meshes, sound), and impossible to merge. .umap level files grow past hundreds of megabytes. A packaged build can run into many gigabytes. The Derived Data Cache alone can blow out a Git LFS quota in a week. Perforce solves most of this but brings its own costs: you need servers, admins, and per-seat licensing that scales badly below enterprise volume. USourceControl is built around exactly these problems: large binaries, locking, and a UI artists don't resent using. Nothing to set up, and because your UE assets sit in private storage only your team can reach, your unreleased game never ends up somewhere public, while every version stays integrity-verified and recoverable.
Blueprint workflows and locking
Because blueprints compile to binary .uasset files, two designers can't edit the same blueprint at once and merge the result. The only safe answer is exclusive locking: reserve the file while you edit, release the lock on commit. USourceControl makes this a first-class workflow. Lock from the desktop app, edit in the editor, commit and unlock in one click. Teammates see the lock state live, so they never start parallel work that one of them would have to throw away.
Working with source code alongside assets
Unreal projects mix text (C++, .ini, .json) with binaries. USourceControl handles both in one place. Text files diff and show line-by-line history, binaries are versioned and lockable. Many teams keep C++ source in Git for code review and use USourceControl for everything else; others prefer a single system. Both work.
Workflow
How it works with an Unreal project
Link your project folder
Open the desktop app, create a project, and point it at the root of your .uproject folder.
Commit your current state
The app shows your Content, Config, and Source folders. Review, commit, and the whole project is versioned.
Teammates sync and lock
Invite collaborators. They sync the project, lock blueprints before editing, and commit when ready.
Default Unreal exclusions
We exclude these folders by default so your team doesn't sync generated files:
Saved/Intermediate/DerivedDataCache/Binaries/Build/.vs/*.VC.db
You can customize the exclusion list per project. Source, Content, Config, and Plugins sync by default.
FAQ
Common questions
Does USourceControl integrate with the Unreal Editor's source control UI?
Not today. You work through the desktop app, which sits alongside the editor. Most teams prefer this, because artists and designers don't have to learn editor-level version control to commit and sync.
How large can my Unreal project be?
Per-plan storage goes up to 5 TB per organization on Studio (custom on Enterprise), with large individual files supported. A typical mid-size UE5 project (50–200 GB total) fits comfortably on Team or Studio.
What about the Derived Data Cache?
DerivedDataCache/ is excluded by default. It's regenerated from source assets, so there's no reason to version it. If you want a shared DDC across the team, run one on a local network share or use Unreal's shared DDC feature.
Can I version Unreal plugins?
Yes. Plugins/ is included by default. For Marketplace plugins you re-download per project, you can exclude specific plugin folders from sync.
Does it work with UE4 and UE5?
Yes. USourceControl is engine-version agnostic. It operates on files, not engine versions. UE4, UE5, and custom engine forks all work the same way.
Is my unreleased Unreal project kept private?
Yes. Your assets live in private storage only your team can reach. Nothing is public or indexed. Access goes through short-lived, project-scoped signed links over TLS 1.2+, with org roles and per-project membership controlling who sees what. Every version is integrity-verified with SHA-256 and recoverable via version history and one-click restore.
How do you compare to Perforce for Unreal?
Perforce is the Unreal default at AAA studios for a reason. It handles the core workflow well. USourceControl targets the 95% of Unreal teams that don't have DevOps to run Perforce: indies, small studios, remote teams. See our side-by-side on /compare/perforce.
Get your Unreal project under version control today
Private. Permanent. Verifiable. From $12/mo for solo developers: 500 GB storage, 1 TB bandwidth, unlimited commits.
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