Skip to content

Use the Unreal Engine Plugin

The FlexVault Unreal Engine plugin integrates FlexVault directly with Unreal Engine's built-in Revision Control system. It takes automatic draft snapshots in the background and around major operations to protect your work, and lets you check asset status, submit revisions, revert changes, and track assets without leaving the Unreal Editor.

The Unreal Engine plugin is in beta

If you run into issues, have questions, or want to share feedback, join the FlexVault Discord.

Compatibility

Plugin Version Unreal Engine
0.2.x 5.8

The plugin descriptor does not restrict engine versions, but 5.8 is the only version currently supported.

The plugin enforces semantic version checks against the fxv binary and blocks incompatible CLI versions to prevent wire format issues. If your installed fxv is out of range, the plugin's error message states the exact range it requires.

Before you begin

Confirm the following prerequisites before setting up the plugin:

  • You have Unreal Engine 5.8 installed.
  • Your project is capable of building C++ code, and a C++ build toolchain (such as Visual Studio on Windows) is installed on your machine. If you cannot build your project, you cannot build the FlexVault plugin. This is required for solo or local projects building from source; it is not required if your team repository already distributes precompiled plugin binaries.
  • The FlexVault CLI tool is installed on your computer (see Install FlexVault). If it's incompatible with this plugin version, the plugin reports the required range when you try to use it.
  • Your Unreal project directory is placed inside an initialized FlexVault workspace.
  • A valid user is logged into the workspace via fxv login <username> from a terminal.

Your project must be able to build

If you cannot build your project, you cannot build FlexVault. While hosted repositories for multi-person teams can distribute precompiled binaries so other team members do not need to build locally, solo projects and local setups installing from source must be able to build the project locally.

Install the plugin in your project

If your engineering lead or technical team already committed the plugin or its precompiled binaries to your project repository, you can skip this section and go straight to Enable and configure Revision Control.

For projects installing the plugin directly from source:

  1. Download the latest source archive FlexVaultSourceControl.zip from GitHub Releases (or download a pinned version release archive).
  2. Navigate to your Unreal project root directory (the folder containing your .uproject file).
  3. Create a Plugins folder if one does not already exist.
  4. Extract the archive so that the plugin resides at Plugins/FlexVaultSourceControl/:
MyUnrealProject/
├── Content/
├── Config/
├── Plugins/
│   └── FlexVaultSourceControl/
│       ├── Config/
│       ├── Source/
│       └── FlexVaultSourceControl.uplugin
└── MyUnrealProject.uproject
  1. Build your project outside of Unreal Editor. Open the project solution in your C++ IDE (such as Visual Studio), or right-click your .uproject file and select Generate Visual Studio project files, then build the project. You must build after placing the plugin in the Plugins/ folder and before launching Unreal; if you launch Unreal Editor before compiling, Unreal will show an error that modules need to be rebuilt and will not let you open the project.
  2. Once the build completes, open your project in Unreal Editor.

Enable and configure Revision Control

After the plugin files are in place:

  1. Open your project in Unreal Editor.
  2. Go to Edit > Plugins, search for FlexVault, and verify that the plugin checkbox is enabled.
  3. In the lower-right corner of the Unreal Editor status bar, click the Revision Control button (or select Tools > Connect to Revision Control).
  4. In the Provider dropdown, choose FlexVault.
  5. Click Accept Settings.

A notification confirms successful connection to your FlexVault workspace.

How to work with your assets

Asset status badges in Content Browser

The Content Browser displays status icons on your asset thumbnails and in list views:

  • Uncontrolled / Added: New assets created locally that are ready to be saved into your next revision.
  • Checked Out: Assets you have modified locally.
  • Normal / Current: Assets that match the latest synchronized state of the workspace.

Saving your local work (Snapshots)

A snapshot saves your current progress locally as a draft checkpoint on your machine. Your teammates do not see these snapshots until you submit your changes.

You do not need to trigger snapshots manually. The plugin takes them automatically after high-entropy operations (such as asset deletions, large level edits, or bulk reimports) and periodically in the background while you have pending changes.

Submitting changes

To commit your modified assets to your branch:

  1. In the Content Browser, right-click an asset or folder, or click the Revision Control menu in the editor toolbar.
  2. Select Check In Content (or Submit Content).
  3. In the dialogue, review the list of modified, added, or deleted files.
  4. Enter a descriptive changelist message explaining your changes.
  5. Click Submit.

The plugin saves your changes and updates the workspace revision.

Reverting changes

If you made modifications to an asset that you want to discard:

  1. Right-click the modified asset in the Content Browser.
  2. Choose Revision Control > Revert.
  3. Confirm the prompt.

The asset resets immediately back to its state from the current revision.

Diffing assets against depot

To visually compare your local modified asset with its base depot revision:

  1. Right-click the modified asset in the Content Browser.
  2. Choose Revision Control > Diff Against Depot.
  3. Unreal Editor opens its visual diff tool comparing your working copy against the published revision fetched via fxv cat.

Viewing history and revisions

To inspect the history of an asset:

  1. Right-click the asset in the Content Browser.
  2. Select Revision Control > History.
  3. The history window displays past revisions, authors, dates, and changelist descriptions.

Getting updates from teammates (Sync)

To synchronize your workspace with the latest published team revisions:

  1. In the Unreal Editor toolbar or status bar, open the Revision Control menu.
  2. Select Sync (or Sync Latest).
  3. The plugin pulls incoming changes via fxv sync and updates project assets in the editor.

Handling conflicts

If an asset was modified concurrently on remote and locally:

  1. The asset displays a conflict status in Unreal Editor.
  2. When resolving, the plugin applies your configured Conflict Resolution Preference (mine to keep local changes, or theirs to accept the published remote version).

Plugin configuration options

You can fine-tune plugin behavior in Unreal Editor under Edit > Project Settings > Plugins > FlexVault Source Control.

Updating the plugin

When a new plugin version is released:

  1. Close Unreal Editor.
  2. Download the latest FlexVaultSourceControl.zip archive from GitHub Releases.
  3. Replace the existing Plugins/FlexVaultSourceControl/ folder with the contents of the new archive.
  4. Build your project in your IDE outside of Unreal Editor to compile the updated plugin.
  5. Reopen your project in Unreal Editor.

Watch the announcements channel on the FlexVault Discord for new plugin and CLI release notices.