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UE Source Control Operations Guide

Operations in Unreal are much like those in Perforce.

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Perforce: Source Control Operations in UE

Operations in Unreal are largely the same as those in Perforce

The main differences are that Unreal has built-in Chinese support and can compare Blueprint differences

Also, be sure to move and rename files in Unreal, because Unreal automatically updates references; otherwise, reference errors may occur

After moving or renaming files, right-click and use Fix Up Redirectors to fix redirects manually

Since Unreal’s interface is in Chinese, I will not go into much detail here and will only cover a few things to keep in mind

Connecting to a Perforce Server

Open the Unreal Editor and click Source Control -> Connect to Source Control in the bottom-right corner

Select Perforce, enter the server address and username, and workspaces will be found automatically. Select an available workspace and click Accept Settings

Perforce Operations

All Perforce operations are collected here

To submit, select View Changes under Source Control in the bottom-right corner to see all changelists, then submit as needed

Asset Control

A red check mark means the file is checked out. If you checked it out accidentally, do not click Check In; click Revert instead

A green plus means the file is marked for addition to source control

A red X means the file will be deleted


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