Unreal Engine

Source control for Unreal Engine

Version, back up, and share your Unreal Engine 4 and 5 projects — without running a Perforce server or fighting Git LFS. Handles 200 GB+ projects, locks binary blueprints, and ships assets over a global CDN.

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. Files up to 10 GB each, included in your plan.

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 specialized source control

Unreal Engine projects are hostile to 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 be 10+ GB. 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 designed around exactly these problems — large binaries, locking, and a UI artists don't resent using.

Blueprint workflows and locking

Because blueprints compile to binary .uasset files, two designers can't edit the same blueprint concurrently and merge the result. The only sane 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 don't start parallel work.

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-level history, binaries are versioned and lockable. Many teams choose to keep C++ source in Git for code review and use USourceControl for the rest; others prefer a single system. Both work.

Workflow

How it works with an Unreal project

1

Link your project folder

Open the desktop app, create a project, and point it at the root of your .uproject folder.

2

Commit your current state

The app shows your Content, Config, and Source folders. Review, commit, and the whole project is versioned.

3

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?

We don't ship an in-editor source control provider today. The workflow is through the desktop app, which sits alongside the editor. Most teams find this preferable because non-engineers don't need to learn editor-level VCS concepts.

How large can my Unreal project be?

Per-plan storage goes up to 20 TB per organization on Studio (custom on Enterprise), with individual files up to 10 GB each. A typical mid-size UE5 project (50–200 GB total) fits comfortably on Indie 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.

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

Free for solo developers. 50 GB storage, unlimited commits, no credit card.

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