Source control that speaks Unreal
Your .uasset files, .umap levels, and packaged builds belong in version control built for them, not bolted onto Git. Push the whole project, lock the binaries two people would otherwise overwrite, and roll back any file in one click. No Perforce server, no Git LFS. First commit in 5 minutes, every version recoverable.
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. Lock a Blueprint before you edit it and teammates see it's yours. If something slips through, roll back in one click.
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.
Packages and publishes too
Package your project with your own Unreal install and upload it to Steam, the Epic Games Store, or itch.io without leaving the app. On every plan, Free included.
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 several gigabytes. The Derived Data Cache alone can blow out a Git LFS quota in a week. Perforce solves much 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 your UE assets sit in private storage, never public and never indexed, 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 nobody starts parallel work they'd 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: every file, text or binary, gets full per-version history that you can browse and restore from with one click, and binaries can be locked while you edit them. What we don't do is line-level diffs and pull-request review. If your team's code workflow depends on those, the common split is C++ in Git for review and everything else in USourceControl. Teams where most of the headcount is art usually put it all in one system instead. Both work, and you can change your mind later.
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.
Common questions
Does USourceControl integrate with the Unreal Editor's source control UI?
Not yet. Today you work through the desktop app, which sits alongside the editor, and artists and designers commit and sync without learning editor-level version control. An in-editor plugin is in development: it talks to the desktop app's local agent rather than the cloud, so it will add checkout, check-in, and revert inside the editor without changing how the desktop app works.
How large can my Unreal project be?
Storage is unlimited on every plan, Free included, with individual files up to 5 GB. A typical mid-size UE5 project (50–200 GB total), or a much larger one, fits with no cap to manage.
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 Unreal Engine 5 and UE4?
Yes. USourceControl is engine-version agnostic. It operates on files, not engine versions, so Unreal Engine 5 (5.0 through 5.7), UE4, and custom engine forks all work the same way. If you're on UE5 specifically, see /solutions/unreal-engine-5 for how World Partition and One File Per Actor change the workflow.
Is my unreleased Unreal project kept private?
Yes. Your files are never public and never indexed. We don't sell them, advertise against them, or train any model on them. We access file contents only to operate the service or when you ask us for support, and that access is limited and logged. 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.
Can I package and publish my Unreal game from USourceControl?
Yes, from the desktop app, on every plan including Free. It packages your project with your own Unreal install using the engine's own BuildCookRun, records the commit the build came from, and uploads the result to Steam via SteamPipe, the Epic Games Store via BuildPatchTool, or itch.io via Butler. Store credentials are encrypted on your machine and never sent to us. Steam and Epic both keep the final promotion to players in their own portals, so builds are reported as uploaded, never as live. See /solutions/publishing.
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 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 $25/user/mo: unlimited storage and bandwidth, unlimited commits.
Create your first project