Colliders and Files Disappearing After Sync with GitHub

Hi,

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?

Thank you for your time and support.

Best regards,

Hello and welcome.

  1. What are you using as a git client? do you use the engine itself? sourcetree or something else?

i work with github and lfs and works well.

  1. you need to make sure you’ve set your git ignore and git attributs lfs properly. can you share some of that? those two files at least.

  2. it sounds to me that the problem is happening when syncing. can you describe a bit deeper how your people are doing it?

have you tried closing the engine during a sync?

  1. do you use branches?

  2. do you use cpp?

your game is looking really good. keep it up.

Hi! Thanks for the quick reply and kind words.

Git client?
We use GitHub Desktop (not the UE editor integration, not Sourcetree).

LFS / .gitignore / .gitattributes?
Yes—configured. Large binaries (.uasset, .umap, etc.) are tracked by LFS. Happy to share snippets:

.gitattributes (excerpt):

# Unreal binary assets
*.uasset filter=lfs diff=lfs merge=lfs -text
*.umap   filter=lfs diff=lfs merge=lfs -text
*.ubulk  filter=lfs diff=lfs merge=lfs -text
*.ufont  filter=lfs diff=lfs merge=lfs -text
*.uproject -text eol=lf

.gitignore (excerpt):

# 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!