uVersion
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Features

Built for Unreal,
end to end.

uVersion covers the whole cycle of an Unreal studio: from binary storage to the activity dashboard, by way of pre-checkin validation and fine-grained roles. Here is what is in the box.

01

Workflow

Lock-based, no merge surprises. The artist always knows who is touching what.

Exclusive locking

Checkout required before editing. No more "I spent 2 hours on the same .uasset as you". Cross-workspace: see who holds the lock even in a distributed team.

Smart auto-checkout

The Unreal plugin locks automatically the moment you modify a writable asset. No more double-clicking in source control.

Local changelists

Group your checked-out files into several independent commits (Perforce-style). Persisted per workspace.

Lock release requests

If Marie locked an asset two days ago and Alex needs it, he can send a release request that notifies Marie in-app.

Multi-account, multi-server

A freelancer working for several studios? Switch between accounts and servers in one click, and keep two Unreal editors open on different accounts in parallel.

Sync that cleans up

A full sync removes locally the files deleted or renamed on the server (Perforce parity), without ever touching a file you have modified or locked.

02

Unreal plugin

A native Source Control Provider, not an external wrapper.

Source Control Provider

Connect → uVersion. All the standard UE5 workflows: checkout, checkin, revert, history from the Content Browser.

Visual Blueprint diff

Compare Blueprints between revisions right inside UE. Temp files in Saved/Diff/, works with any commit.

Redirector cleanup

Before every checkin, the plugin fixes up redirectors, saves the modified packages, and includes it all in the commit. No more "Redirector still present" at build time.

Automatic reconcile

When the project opens, writable but unlocked .uasset files are auto-checked-out. Scans Content/ + Plugins/*/Content/ included.

03

Validation

10 built-in rules, configurable per project. Errors block, warnings warn.

Blueprint compilation

The headless Kismet compiler checks that every Blueprint in the commit compiles. Error → checkin blocked.

Naming convention

Prefixes per asset type (BP_, T_, M_, SM_…). Configurable regex.

Texture size

Warns or blocks if a texture exceeds a defined resolution, or is not a power of 2.

Material complexity

Counts shader instructions. Above a threshold, warning or error.

Import settings

sRGB textures on normal maps, compression on UI textures, and so on. Everything is configurable.

Missing dependencies

Detects assets referenced by a committed Blueprint but absent from the commit. No more "package not found" in CI.

Dry-run checkin

Simulate the checkin without submitting to see in advance what would pass or fail. Handy before a big submit.

Per-project policy

Enable or disable each rule and adjust thresholds and severity (error / warning) per project via .uversion/rules.json, versioned with the repo.

04

Collaboration

Comments, reviews, watchlist, notifications. Everything to stay aligned.

Threaded comments

Comments per commit or per file, in a tree. Markdown supported.

Reviews

Approve / Changes Requested / Pending. Path gate to require lead approval before merge on certain folders.

Watchlist

Watch a file or a glob (Content/Characters/**). Notification as soon as a commit touches it.

In-app notifications

A bell in the desktop client. Direct navigation to the commit, the modification request, or the file involved.

Modification requests

Ask a teammate to modify an asset, with or without a target file. Each request becomes a card on the Production board (section 05).

Webhooks

Discord, Slack, Teams, or a custom format. Notifications for commits, locks, modifications. Scheduler for periodic summaries.

05

Production

Production management, inside the VCS. A kanban board where cards link to real assets and commits.

Kanban board

Columns configurable by the lead (To Do / In Progress / Review / Done, or Blockout / WIP / Review / Final for art). Drag & drop, priorities, labels, multiple assignees, due dates, comments.

Cards linked to content

The real differentiator vs Trello or Jira: link assets and commits to a card. From a file, right-click → "Add to a task". Production lives where the files are.

Auto review on checkin

When a linked asset is committed, the commit attaches to the card and it moves to the Review column. Zero manual board updates.

My tasks, all projects

Your assigned tasks aggregated across every repo, in one place. One click to jump to the board of the relevant project.

Unified requests

Modification and lock-release requests are cards on the board. One single flow, no separate "Requests" silo.

Attachments & covers

Attach reference images to a card, with a cover image. Content-addressed storage, deduplicated like the rest.

06

Administration

A panel built into the client. 8 roles, glob permissions, full audit.

8 configurable roles

admin, lead, artist, programmer, qa, user, viewer, playtester. Granular capabilities (force_unlock, approve_changes, manage_rules…).

Glob permissions

Read/Write/Deny on patterns (Content/Audio/**). Priority DESC, default Write. Admin bypass.

Audit log

Every sensitive action: login, force unlock, obliterate, role change, permission edits. Exportable.

Lead dashboard

Per-user KPIs over 7 / 30 / 90 days. Spot who is blocked and who is on which feature.

Storage metrics

Dedup ratio, growth, top files by size. Configurable garbage collection (retention + min revisions).

Obliteration

Permanently remove a file from history (a confidential asset added by mistake). Batches of 500, progress events, targeted GC of orphan chunks.

On your infra, no public CA

Host the server yourself. Self-signed TLS + TOFU pinning (trust-on-first-use): the client remembers the server fingerprint on first contact, with no public certificate authority to buy.

07

Distribution & Builds

Share content across projects, publish internal playtest builds.

Cross-project distribution

A source → target link with path patterns (Plugins/uVersion, Content/Shared/**). Publish copies the files, chunks are shared (deduplication).

Internal playtesting

Publish a packaged build from the desktop client. playtester roles download from the Games Page. Versions, configs (DebugGame/Development/Shipping), platforms.

Built-in Package Game

RunUAT BuildCookRun from the client. Auto-detection of the Engine Path via EngineAssociation. Cancel build with a clean shutdown (taskkill /T on Windows).

Client auto-update

Tauri updater plugin, RSA-signed bundles, a latest.json manifest served by the server. Transparent updates for the team.

Try it

The rest shows
in the using.

The best test is your own Unreal project.