

The Git LFS client is responsible for compressing and uploading the large binary files, which is to simply say, the files that are not ascii text format like software source code files / scripts / meta-data / settings etc., but typically media files like 3D models, graphic files, audio and the like.

With the installation of Git for windows we not only get the Git Client software, responsible for performing all the Source Control operations, but also Git Bash which is (in my opinion) a very convenient command-line console specialized for Git operations. The installations of the Git client tools in the next steps will require your GitHub login credentials (I don’t remember exactly which and when, because I didn’t document every step being busy getting things to work…) Hopefully, this post will be helpful, and if you find mistakes, inaccuracies, or that I forgot some steps, I’ll be grateful if you’ll post a comment. This is simply an informative record of the steps taken, problems encountered, notes, etc. This is the first time I’ve had to set it up for myself by myself from scratch specifically for UE4 (using Git LFS), So this article can’t be regarded as an authoritative guide to the subject. This article is written specifically about setting-up Source Control for an Unreal Engine 4 project using Git Source Control software, focusing on working with the GitHub desktop client app for Windows.Īlthough I’ve already had some experience using Git Source Control, There are more than one popular Source Control solutions in the market. Unreal Engine 4.24 | Git for Windows | Git LFS | GitHub DesktopĪ game development project is in fact a software development project, and therefore requires Source Control (aka “Version Control”).Ī Source Control solution is a software system that registers and stores states of the code as it develops, and allows the developers to manage the changes, compare different versions of the project, revert to previous versions and much more.
