# Run custom python code before revision control check-in in editor 

**URL:** <https://forums.unrealengine.com/t/run-custom-python-code-before-revision-control-check-in-in-editor/2701983>\
**Category:** Programming & Scripting\
**Tags:** Python, unreal-engine, CPP, question\
**Created:** [February 24, 2026, 3:42pm UTC](https://forums.unrealengine.com/t/run-custom-python-code-before-revision-control-check-in-in-editor/2701983 "2026-02-24T15:42:40Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![Ei8SLNpq](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Ei8SLNpq](https://forums.unrealengine.com/u/Ei8SLNpq)\
**Post date:** [February 24, 2026, 3:42pm UTC](https://forums.unrealengine.com/t/run-custom-python-code-before-revision-control-check-in-in-editor/2701983/1 "2026-02-24T15:42:40Z")

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Hi,

in the Editor (5.6.1) we need a way to run a custom python script when a user runs “check in” in the context menu when right clicking asset(s) in the content browser. Our code needs to run before the regular functionality.

If this is only possible in c++, we’d want something that doesnt require changes to editor source code, eg from a plugin.

We tried to hook up to a delegate (FSourceControlStateChanged) that ought to run when source control state changes, in a c++ plugin. It looks like a plugin cant get to the context when this delegate fires though.

Also tried to ask AI for ways to do this, but got no useful results.

Stefan Braun, TD at 3ds

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**Author:** ![wouter](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/wouter/32/1036116_2.png) [@wouter](https://forums.unrealengine.com/u/wouter)\
**Post date:** [February 25, 2026, 7:35am UTC](https://forums.unrealengine.com/t/run-custom-python-code-before-revision-control-check-in-in-editor/2701983/2 "2026-02-25T07:35:49Z")

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Have you looked into `ISourceControlWindowsModule::Get().SubmitOverrideDelegate`?

This allows you to take control of the submit process yourself. You can run your python script and then invoke `FCheckIn`on the source control provider. Would require some C++.

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<div class="post-metadata">

**Author:** ![Ei8SLNpq](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Ei8SLNpq](https://forums.unrealengine.com/u/Ei8SLNpq)\
**Post date:** [February 26, 2026, 10:39am UTC](https://forums.unrealengine.com/t/run-custom-python-code-before-revision-control-check-in-in-editor/2701983/3 "2026-02-26T10:39:10Z")

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Thanks for the pointer, i’ll check that out
