# Merging Branches in Source Control

**URL:** <https://forums.unrealengine.com/t/merging-branches-in-source-control/349396>\
**Category:** Blueprint\
**Tags:** unreal-engine, editor, packaging-projects, Source-Control, UE4, Blueprint, question\
**Created:** [March 3, 2016, 10:34am UTC](https://forums.unrealengine.com/t/merging-branches-in-source-control/349396 "2016-03-03T10:34:03Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![phoboz](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@phoboz](https://forums.unrealengine.com/u/phoboz)\
**Post date:** [March 3, 2016, 12:02pm UTC](https://forums.unrealengine.com/t/merging-branches-in-source-control/349396/2 "2016-03-03T12:02:42Z")

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I’m not an expert in source control, but from my experience here are some things to keep in mind:

- Make sure you avoid having more then one person working on the same file
- Exception to that rule is a text based file (like a code), since git can compare those and usually merge changes (unless different people changed the same file in the same place, then you need to manually solve the conflict)
- Be careful with big binary files, as even small change may force people to re-download massive amounts of data (read about **git lfs** )
- IIRC Epic introduced Blueprint merge tool (I haven’t used it, but sounds good) to work in a similar way as merging code and even Level diff tool (also haven’t used myself)
- If you end up with C++ based project, you might want your artists to pull only compiled binaries rather than full source
- Exclude folders **Intermediate** (grows big and will be re-created with every compile) and **Saved** (grows big and stores per-developer settings, backups, logs, etc.)

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