We’re facing a recurring issue with our Unreal Engine project related to file synchronization through GitHub. After updating or pulling the latest changes, some of our colliders and certain code files disappear or become corrupted.
This issue is slowing down our production process since our team constantly needs to re-fix or re-import missing assets. We suspect the problem may be related to how Unreal handles version control or large binary files when syncing with GitHub.
Could you please help us identify the cause and suggest how to prevent these files from disappearing during updates?
# UE build/derived data
Binaries/
DerivedDataCache/
Intermediate/
Saved/
#.vs/ if using Visual Studio
.vscode/
# Platform-specific
*.pdb
*.dSYM/
# User/OS noise
.DS_Store
Thumbs.db
How do we sync (more detail)?
Everyone works on feature branches.
Before syncing: we close the Unreal Editor.
fetch → review → pull in GitHub Desktop → open the project via .uproject.
If conflicts occur, we resolve in GitHub Desktop, then reopen UE.
After pulls, we sometimes find colliders or a few assets missing/corrupted until we re-import.
Engine closed during sync?
Yes, always.
Branches?
Yes—feature branches merged into develop (and then into main).
C++?
No—Blueprint-only project.
If anything in our config looks off, please let us know. Also, are there known edge cases with LFS + Blueprint-only UE projects where assets can appear missing after a pull (e.g., redirectors, source control locks, or DDC issues)? We can provide full .gitignore / .gitattributes if helpful. Thanks again!
That looks like chatgpt. i’m not sure i’m talking to a human.
Anyway good info.
not to my knowledge. i don’t think bp only works differently than source in this case.
you could check the bug tracker to be sure.
ok, branches can be very … tricky to use with binary files.
you say you fix the conflicts, but it would be worth paying attention to those, as when you choose an asset over another you’re implicitly discarding any other serialized information. e.g. references and versioning.
i have worked in branched environments without the issues you’re reporting. but most of the people were just limiting themselves to their own assets.
well both looks ok to me. though i don’t know if the things i don’t see are causing an issue.
though on the other hand, if you get this errors inconsistently, randomly, and you can fix them, then probably is not ignore or attributes.
it would be nice if you can share more, without sharing things under nda.
i do not understand why the uproject is listed as an lfs file. since it’s just a text file. and might as well help you track changes with plugins and configurations.
i think the issue could be due to the git client you use, or the operative system. it’s a known issue that p4 (i know you use git) has problems with access date on files, and might skip updating certain assets on certain conditions. i wonder if your client does something similar.
i would recommend to try another client for a week or so, and see if the problem persists.
rider has a really good integrated cvs, and there’s sourcetree, which is kinda meh, but works. sourcetree is a bit bad at letting people know there are new assets that need to be added though.
maybe that can be another issue, people are forgetting to add the corresponding assets.
I would investigate if the issue is rather Git UX related. If you use One File Per Actor in your level, any changed actor translation will result in a new changed file in Git. GitHub desktop will show you a file with a hashed name. When you then commit your files it’s rather a guess work what you commit. Maybe this results in issues that people submit changes unintentionally.