Unreal Engine plugin implementing ISourceControlProvider for lore
- Windows
- Linux
- macOS
- Sync - pull latest (
lore sync) from the toolbar dropdown, with progress and completion feedback - Commit - stages and commits in one step, then auto-pushes when a remote is configured
- Lock / Unlock - advisory file locking (
lore lock acquire/lore lock release) - Branch Switching - toolbar dropdown next to the Revision Control icon, with unsaved-work protection, progress feedback, and asset reload or restart handling
- File History - revision browsing, diffing, and "Diff Against Depot"
- Status Tracking - live Content Browser and asset-dialog icons
- Revert / Add - standard source control workflow, fully wired up
- Lore CLI available, either on your
PATHor at an explicit path set in Project Settings. Versions outside the tested 0.8.6 through 0.8.x range are allowed with a warning. - A Lore repository with a
.loredirectory in the Unreal project directory or one of its parents. Configure an identity for commits and a remote URL for sync, push, and locks.
Clone into your project's Plugins/ folder and build.
Prebuilt binary available on Fab if you'd like to support the project.
Clone a remote repository and store the commit identity in .lore/config.toml:
lore clone --identity your-name lore://server.example.com:41337/my-project MyProjectTo initialize the current directory as a fully local repository without a server, run:
lore repository create --offline --identity your-name my-projectLore does not use a separate init command. The offline form above creates the .lore directory in the current directory and leaves remote_url empty. The standard Submit action commits locally and skips pushing when no remote is configured. Lore locks are also skipped automatically because they require a server.
- Revision Control (bottom right of the main editor window) → Connect to Revision Control...
- In the popup: Provider → select Lore.
- If Lore is installed correctly, the binary path auto-detects.
- Accept Settings. All set - a branch/actions dropdown appears next to the Revision Control icon.
Project Settings → Plugins → Lore Source Control:
- Lore Path - override the
lorebinary location. Leave empty to auto-detect fromPATH, then common install locations. - Use Lore Locks On Check Out - acquire advisory Lore locks during Check Out. Files remain editable, and locks are released after submit or revert.
LoreSync- performs a Lore sync (pull) and updates source control states.LoreStatus- force-refreshes Lore source control status for the project and prints Lore's human-readable status to the log.LoreCommit- opens the Submit Files dialog to stage and commit pending changes, then pushes when a remote is configured.
Parser tests, Submit worker tests, and a temporary-repository Lore CLI test live in the separate LoreSourceControlTests editor module. The integration test uses the configured Lore binary and removes its isolated repository after each run. Run the LoreSourceControl test group from Unreal's Session Frontend Automation tab or from the command line:
UnrealEditor-Cmd.exe YourProject.uproject -unattended -nullrhi -ExecCmds="Automation RunTests LoreSourceControl; Quit" -TestExit="Automation Test Queue Empty"
- Locking is advisory, not enforced. A lock is a courtesy signal to teammates, not a hard guarantee. Lore's server never rejects a commit or push from someone who skipped locking entirely, and files stay editable regardless of lock state, matching Git's model rather than Perforce's.
MIT, see LICENSE. This plugin talks to a separately installed lore binary rather than bundling it. Lore itself is MIT-licensed too, under its own terms.
