Imagine if your regular source control told you there were 15 conflicting files, but the tool didn’t tell you the names of the files that changed (OFPA nonsense names), not without manually having to look them up one by one in a spreadsheet (outliner).
This source control tool also won’t tell you what actually changed in those files (binary uassets) without booting up an application that consumes 24 gigabytes of RAM. This application can take multiple minutes to become responsive, depending on which file (level) you had open last time you opened it, and will semi regularly crash while booting. You opened this application to perform a source control operation, but if you have this very application open when performing source control tasks externally, the source control tasks will fail because this application may be using the files. So you have to close the application that can take minutes to load in between each source control operation. Not to mention the simple act of having the application open can inadvertently mutate files.
Or perhaps you just YOLO it and clobber a day’s worth of work for someone else, who will be accidentally clobbering your day of work in a few hours.
And then you have to go through this process multiple times a day, every day because you’re madly in love with this dumpster fire.
This is what it’s like using source control with unreal engine.