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
.uassetas binary in.gitattributesand 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.