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Hey, I just ran across your post and I would know how to do it but... I would first ask if you/your team are using any type of source control? That would be the simplest way to merge everything. 

Short answer: Blueprints are binary .uasset files, so you can’t do a traditional text merge. The safest workflow is source control + file locking so only one person edits a BP at a time.

Recommended setups

  • Perforce (best for Unreal): Use exclusive checkout (locks). In UE: Source Control > Connect to Perforce. Only one person can check out a Blueprint; others get it read-only.

  • Git: Use Git LFS + file locking. Mark .uasset as binary in .gitattributes and lock files before editing. (Merging .uasset isn’t meaningful; avoid concurrent edits.)

  • Plastic/Unity Version Control: Also supports locking and works fine with Unreal assets.

If you already have conflicting versions

  • Use the Editor’s Asset Diff (Right-click asset > Asset Actions > Diff…) to compare graphs, then manually copy/paste nodes from one version into the other. It’s not an auto-merge—more like guided reconstruction.

If not, there is another way but this is the easiest. Hopes this helps.

Thank you so much!

I think that was our first mistake lol--we did everything on GitHub, thinking it'd be easy to merge blueprints by copying them over or something of the sort. We are using Git LFS, but how do you lock files? I'm looking into Perforce! 

This helped so much! Thank you so much! Please do advise me if there's anything else to know about working in teams on Unreal!