Unreal projects contain source code you can merge and binary assets that usually need exclusive editing. Compare file locking, editor support, and hosting requirements, then test the system with your largest assets and the connections your team uses.
Managed cloud; private cloud and on-premises on Enterprise
Soft warnings; hard locks enforce at commit
Plugin for UE 5.3 to 5.8; 5.8 is Windows and macOS only
Teams that want managed setup and an editor workflow
Version control options
Perforce P4
Perforce P4, formerly Helix Core, stores the shared project in a central depot. Each person syncs a workspace, opens files for edit, and submits a numbered changelist back to the server.
P4 is the default for Unreal studios, and Epic's own tools assume it. It's ideal when artists need enforced checkout on binary assets and someone can run the server or pay for P4 Cloud.
Git LFS stores large-file contents separately from the Git repository. Git commits contain small pointer files that identify the matching LFS objects.
It's ideal for code-heavy teams that already work in Git. Once artists commit large assets every day, storage, transfer, and locking become the main cost.
Unity Version Control, formerly Plastic SCM, stores projects in repositories on a Unity Cloud or on-premises server. A workspace can check in straight to the server, or work against a local replica and push and pull like Git.
It's ideal for Windows and Linux teams that want real branching and enforced binary locks without administering Perforce. Mac-heavy teams will miss the editor integration.
Lore is a centralized version control system from Epic Games with local operations that work offline. It splits file content into hashed fragments so revisions can share unchanged data.
Don't move a production project to Lore yet. It's pre-stable, its locks don't block edits, and there's no editor plugin. Try it on a copy of the project.
Diversion is hosted version control. Repositories live in Diversion's managed cloud, and the Enterprise plan adds private-cloud, on-premises, and hybrid deployment. Desktop, web, command-line, and engine clients connect to the shared repository.
It's ideal for small teams that want an editor plugin and file locks without running a server. Enforced locks need the Studio or Enterprise plan.