If you want to use Source Control but don’t want the hassle of installing and using multiple software, and you’re using Unreal Engine, then this is for you.



Before installing the plugin, you’ll need to have the Diversion installed and signed in to. If you haven’t done that yet, check out the Quickstart guide.

Installing the plugin


Get the plugin

Search for Diversion in the Unreal Engine Marketplace or click here to directly open the Epic Games Launcher, then click on the Free button to add the plugin to your account.

Acquire plugin

Install the plugin

In the same Epic Games Launcher Diversion page, click Install to Engine and choose the version of Unreal Engine you want to install the plugin to.

Install plugin


After installing the plugin, you’ll need to configure it for each project to use Diversion as your source control provider.


Activate the plugin

In the editor, go to Edit > Plugins. Search for Diversion and click on the checkbox to activate the plugin. If you’re prompted to restart the editor, please do.

Enable plugin

Enable revision control

With the plugin enabled, click on Revision Control -> Connect to Revision Control on the bottom-right.

Revision control button

Choose provider

In the window that appears, choose Diversion from the provider drop-down list.

Choose Diversion provider

Make sure you're logged in to Diversion

The next step won’t work if you’re not. Check out Quickstart if you’re not sure how to do that.


Set up Diversion Revision Control


Let’s go over a common workflow using the plugin.

For this, we’ll be using a clean Unreal project with the plugin already installed and configured.

Make a change

This project will one day be our Multiplayer Open World Survival RPG With Crafting and Building Mechanics™.

For that, we’ll need a character. Let’s create one. In your Content Browser, right-click and choose Blueprint Class.

In the window that appears, choose Character and name it MyCharacter.

You’ll notice that the new file might not be what you’re used to - it now has a yellow question mark on it. This is because Unreal Engine just created the file in-memory, and hasn’t saved it to the disk yet, so Diversion doesn’t know about it.

Character created

Let’s fix that - double-click on the file to open it, and then click on the Save button on the top-left. Alternatively, you can press Ctrl + S while the file is selected in the Content Browser to save the file.

The question mark will now be gone, and instead we have a green plus sign. This means that the file is now being tracked by Diversion, and it recognizes that this is a newly added file.

Character saved

Commit the change

We want to save this change to our repository, to have it backed up and to be able to share it with our team.

Click again on the Revision Control button on the bottom-right, and then click on Submit Content.

Submit content

In the window that appears, you’ll see a list of all the files that have changed since the last commit. In this case, you’ll see MyCharacter with a green plus sign next to it. You will also see your .uproject file, since Diversion recognizes this as a new file as well.

In the text box labeled Changelist Description, write a brief description of the changes you’re committing. In this case, you could write Added MyCharacter.

Changelist description


Diversion does not endorse or encourage the use of vague, ambiguous, or laconic commit messages. This is for demonstration purposes only. Please write meaningful commit messages.

Click on the Submit button, and the green plus on MyCharacter will disappear, meaning that Diversion has committed the file.

Character committed

Let’s see this in the Web UI

Open your browser and go to Your dashboard. Find your repository and click on View Repo. It should have the same name as your project’s folder.

You’ll see the commit you just made, with the description you wrote, and the file you added. You can get a better look by clicking on the History button and selecting your commit.

Commit list

Make another change

Our character is just an empty collider right now, so let’s add a placeholder mesh so that we can see it.

In the MyCharacter blueprint, click on the Add Component button on the top-left, and then search for Cube and add it. Now we can see our character.

Character cube

But our character doesn’t do anything. In your character’s Event Graph, add a Print String node and connect it to the Event Begin Play node. Now our character has some basic functionality.

Character print

Compile and save the file. Open your Content Browser and you’ll see that MyCharacter now has a red checkmark next to it. This means that Diversion recognizes that the file has changed.

Character modified

Make another commit

Just like before, click on the Revision Control button on the bottom-right, and then click on Submit Content. You’ll see the MyCharacter file with a red checkmark next to it.

Changelist description 2

Double click the file to see the changes you’ve made in Unreal’s diff tool.

In this window, you can see the difference between your revision on the right, and the last committed revision on the left. You should see an entry called Event Graph in the list on the left. Clicking it will show you the changes you’ve made to the blueprint, and you you should see the Print String node you added.

Blueprint diff tool

After reviewing your hard work, again, write a description of the changes you’re committing. In this case, you could write Adding placeholder mesh and basic functionality to MyCharacter.

Click on the Submit button and the red checkmark will disappear, meaning that Diversion has committed the file.