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Lore Source Control

Unreal Engine plugin implementing ISourceControlProvider for lore

Editor Screenshot

Supported Platforms

  • Windows
  • Linux
  • macOS

Features

  • Sync - pull latest (lore sync), one click from the toolbar dropdown
  • Commit - stages, commits, and auto-pushes to remote in one step
  • Lock / Unlock - advisory file locking (lore lock acquire / lore lock release)
  • Branch Switching - toolbar dropdown next to the Revision Control icon, with auto-reload
  • 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

Requirements

  • Lore CLI (lore) available, either on your PATH or at an explicit path set in Project Settings.
  • A Lore repository checked out (contains a .lore folder at the root), with remote_url and identity configured in .lore/config.toml if you want push/pull and commits to work.

Installation

Clone into your project's Plugins/ folder and build.

Prebuilt binary available on Fab if you'd like to support the project.

Getting Started

  1. Revision Control (bottom right of the main editor window) → Connect to Revision Control...
  2. In the popup: Provider → select Lore.
  3. If Lore is installed correctly, the binary path auto-detects.
  4. Accept Settings. All set - a branch/actions dropdown appears next to the Revision Control icon.

Configuration

Project Settings → Plugins → Lore Source Control:

  • Lore Path - override the lore binary location. Leave empty to auto-detect (PATH, then common install locations).
  • Lock Files On Check Out - toggle whether Check Out acquires/releases a Lore lock.

Console Commands

  • 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, commit, and push pending changes.

Notes

  • 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 (matches Git's model, not Perforce's).

License

MIT, see LICENSE. This plugin talks to a separately-installed lore binary rather than bundling it - Lore itself is MIT-licensed too, but under its own terms.

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Lore source control management for Unreal Engine

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