Rakantor,
It is quite easy to use Git for your UE4 project. I use Bitbucket and their visual tool SourceTree to manage my repositories (including branching). Within Visual Studio, I use Git Extensions, although I can manage the whole thing from SourceTree. I had a problem recently where I decided to rework some classes in C++ but found that when I tried to open the blueprint that derived from the old class, I got an error. It was frustrating to not be able to re-parent the blueprint to fix the error, but I reverted to my previous commit and made my changes in a more UE Editor-friendly way. Definitely source control FTW!
Dean
Edit: There is an experimental Git plugin for UE4 but I don’t use it. Therefore, I cannot “diff” assets from within the engine. If is important to you, they you may want to stick Perforce or SVN. There is also a Mercurial plugin but I haven’t tried it.