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Official Plastic SCM Plugin for Unreal Engine 4

Unreal Engine 4 Plastic SCM Source Control Plugin

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This is the official Plastic SCM Source Control Plugin for Unreal Engine 4 (UE 4.11 to 4.21)

It is not intended to replace Plastic SCM GUI or command line interface “cm”. It is a complementary tool improving efficiency in your daily workflow with assets in Editor.

It automates tracking of assets, brings common SCM tasks inside the Editor, and provides visual diffing of Blueprints. It also helps importing an existing UE4 Project into source control, with appropriate ignore.conf file. Since UE4 does not manage C++ source code, but only assets, the plugin is especially useful for GDs and artists.

Source Control Login window, to create a new workspace/a new repository: Source Control Login window - create a new workspace

Source Control status tooltip, when hovering the Source Control icon in toolbar: Source Control Status Tooltip

Source Control top Menu, extended with commands specific to Plastic SCM: Source Control Top Menu

Submit Files to Source Control window, to check-in assets: Submit Files to Source Control

File History window, to see the changelog of an asset: History of a file

Visual Diffing of different revision of a Blueprint:

Status Icons:

New/Unsaved asset Added to Source Control Controlled/Unchanged Changed but not Checked-Out

Checked-Out Moved/Renamed Checkd-Out/Locked by someone else Not up-to-date/new revision in repository


Quick setup from binary release

  1. Download the latest binary release targeting your UE4 version.
  2. Either:
    1. Unzip the content of the ZIP in the root of the Unreal Engine 4.x project folder. That should create a “Plugins/” folder into your project. This is the way to go to use Plastic SCM only on a specific project.
    2. Unzip the content of the ZIP in the Engine/ directory of UE4.x directly for all your projects (for instance “C:\Program Files\Epic Games\4.18\Engine") That should create a “UE4PlasticPlugin” folder into the “Plugins/” subdirectory. This is the way to enable Plastic SCM for all Unreal Engine projects.
  3. Then, launch Unreal Engine 4.x, click on the Source Control icon “Connect to Source”, select “Plastic SCM”.

How to build from sources

If your project is already a C++ project, you only have to re-generate Visual Studio project files (step 4 bellow) and the plugin will get rebuild the next time you compile your project.

Else, if you want to rebuild the plugin for a Blueprint project:

  1. You need Visual Studio 2015 or 2017 with C++ language support (free Community Edition is fine).
  2. Launch the Unreal Engine 4 Editor, create a new C++ Basic Code Project (No Starter Content), for instance UE4PlasticSCM. This should launch Visual Studio, build the game project, and open it into the Editor.
  3. Close the Editor, then using the file explorer, create a new Plugins directory at the root of your project.
  4. Clone the source code of the plugin into this Plugins directory (for instance Plugins\UE4PlasticPlugin).
  5. Right-click on your project’s .uproject file, Generate Visual Studio project files.
  6. In Visual Studio, Reload All and Build Solution in Development Editor mode. That’s it, the plugin is built (resulting dlls are located in Plugins\UE4PlasticPlugin\Binaries\Win64).

To release the plugin, zip the Plugins folder. But before that, remove the Intermediate, Screenshots and .git folders, and also the big *.pdb files in Plugins\UE4PlasticPlugin\Binaries\Win64.


Version 1.4.2 2019/01/22 for UE4.21:

Feature Requests

Known issues

Features reserved for internal use by Epic Games with Perforce only

Locking UE4 assets

Binary assets should be locked for exclusive access to avoid merge conflicts.

To lock all assets on the whole Content directory, you need to put a lock.conf in your server directory (for instance C:\Program Files\PlasticSCM5\server) with this content:

rep:default lockserver:mainsvr:8084

For instance:

rep:UE4PlasticPluginDev lockserver:localhost:8087


You can always ask questions in Unreal Engine forums.

Report an issue

To report an issue, please use the Github issue-tracker.

  1. Have a look at existing issues (Open and Closed ones)
  2. Specify your Engine & Plugin versions, and if either are built from sources
  3. Describe precisely your issue
  4. Add reproduction steps, if possible on a basic template project
  5. Post a Log file when applicable (or the corresponding redacted section)
    1. enable UTC Timestamp in Logs: menu Preferences -> General -> Appearance -> Log Timestamp Mode
    2. Grab the file ProjectName/Saved/Logs/ProjectName.log

Use merge requests

If you want to help, Merge Requests are very welcome!

Copyright (c) 2016-2018 Codice Software - Sébastien Rombauts (