Streaming depots make branching easier, but I think most people avoid branching and just develop everything in mainline because it’s simple. Branches aren’t really used for one-off feature development like in git, but rather minimized and used for release builds. Of course, every studio is different. It depends on the amount of complexity the team is willing to undertake. The biggest issue will be conflicts with uassets across branches. Here is a solution for that: Workflow on Fortnite | Unreal Fest Europe 2019 | Unreal Engine - YouTube