Managing FAB Packages with Git Submodules?

Vantis
Mon, 31 Mar 2025 04:35:05 +0000
Programming & Scripting

Hello everyone!

I have another question related to a previous discussion, which provides additional context: Looking for architecture ideas for dealing efficiently with third-party content.

I’m considering using Git submodules to manage FAB packages, essentially creating a fine-tuned “FAB package manager” that allows me to track changes precisely. This seems necessary since I often need to modify or extend the content provided by package creators and I would like to isolate and easily spot the changes needed regarding conflicts emerging updating FAB packges.
Is this a common approach? What are the best practices for handling this?

If I go with Git submodules, I would end up with a separate repository for each package. As mentioned above, this setup would allow me to manage updates and modifications for each package in its dedicated Git repository. While this seems like a solid approach, I find it surprising that there isn’t already a well-established method for handling this. I suppose that most of would Unreal project end up facing similar challenges at some point.

Are there any recommended best practices or resources I should check out on this topic? I’d love to hear how do you handle this!

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