# \#Versioning

**URL:** https://forums.unrealengine.com/tag/versioning/805.md

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## [Unable to detect system-level svn binary](https://forums.unrealengine.com/t/unable-to-detect-system-level-svn-binary/2712549)

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**Author:** [@Ja20121](https://forums.unrealengine.com/u/Ja20121)\
**Replies:** 2\
**Last updated:** [April 9, 2026, 12:16pm UTC](https://forums.unrealengine.com/t/unable-to-detect-system-level-svn-binary/2712549 "2026-04-09T12:16:48Z")

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Can’t use svn in Editor normally, because it is very slow. First of all there is strange message about Unable to detect system-level svn binary, but svn is actually in PATH and where svn returningC:\\Program Files\\Tortois…

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## [Managing FAB Packages with Git Submodules?](https://forums.unrealengine.com/t/managing-fab-packages-with-git-submodules/2431068)

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**Author:** [@VantisDev](https://forums.unrealengine.com/u/VantisDev)\
**Replies:** 0\
**Last updated:** [March 31, 2025, 4:35am UTC](https://forums.unrealengine.com/t/managing-fab-packages-with-git-submodules/2431068 "2025-03-31T04:35:05Z")

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Hello everyone! :grinning\_face: 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 consider…

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## [Looking for architecture ideas for dealing efficiently with third party content](https://forums.unrealengine.com/t/looking-for-architecture-ideas-for-dealing-efficiently-with-third-party-content/2431040)

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**Author:** [@VantisDev](https://forums.unrealengine.com/u/VantisDev)\
**Replies:** 0\
**Last updated:** [March 31, 2025, 4:15am UTC](https://forums.unrealengine.com/t/looking-for-architecture-ideas-for-dealing-efficiently-with-third-party-content/2431040 "2025-03-31T04:15:24Z")

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Hello everyone! Before diving into my question, let me give you a bit of context. After working on a personal C++ Unreal project for a while, I realized I needed to think more deeply about its architectural organizatio…

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## [Using Remote SVN Server is very slow](https://forums.unrealengine.com/t/using-remote-svn-server-is-very-slow/284631)

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**Author:** [@AnadinX](https://forums.unrealengine.com/u/AnadinX)\
**Replies:** 5\
**Last updated:** [October 19, 2022, 7:01am UTC](https://forums.unrealengine.com/t/using-remote-svn-server-is-very-slow/284631 "2022-10-19T07:01:58Z")

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We are using SVN in a few remote ways, one with out own server and on a couple of projects using CloudForge. Normal use of SVN (using Cornerstone on the Mac) it fine as is command line etc. But within UE, it is checking …

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## ["No assets to check in!" when submitting content](https://forums.unrealengine.com/t/no-assets-to-check-in-when-submitting-content/627756)

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**Author:** [@andrew\_torkovich](https://forums.unrealengine.com/u/andrew_torkovich)\
**Replies:** 0\
**Last updated:** [August 13, 2022, 3:56pm UTC](https://forums.unrealengine.com/t/no-assets-to-check-in-when-submitting-content/627756 "2022-08-13T15:56:53Z")

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If I am not wrong, when clicking “Submit content” it should list all of the modified files and I can right click and diff them. But in my case it tells me that there are no assets to check in. I can still check them in…

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## [Can Apex Destruction be reactivated?](https://forums.unrealengine.com/t/can-apex-destruction-be-reactivated/580499)

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**Author:** [@The\_Alpha\_Maiestro](https://forums.unrealengine.com/u/The_Alpha_Maiestro)\
**Replies:** 0\
**Last updated:** [June 13, 2022, 4:04am UTC](https://forums.unrealengine.com/t/can-apex-destruction-be-reactivated/580499 "2022-06-13T04:04:04Z")

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My game was set up on 4.27 prior to transferring to Unreal Engine 5 and utilized a destruction system using apex destruction. The logic remains, but in Unreal Engine 5 Apex destruction has been deprecated in favor of Cha…

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## [How to properly link a 3rd party library.](https://forums.unrealengine.com/t/how-to-properly-link-a-3rd-party-library/528293)

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**Author:** [@Ramminus](https://forums.unrealengine.com/u/Ramminus)\
**Replies:** 0\
**Last updated:** [April 14, 2022, 1:44pm UTC](https://forums.unrealengine.com/t/how-to-properly-link-a-3rd-party-library/528293 "2022-04-14T13:44:29Z")

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Hello Guys, I am currently trying to link the azure-storage SDK to a plugin module. The problem I think I am getting is that the SDK might override the new operator. so when it comes to deleting an object it tries to do …

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## [How to update/increment Project Version for each build?](https://forums.unrealengine.com/t/how-to-update-increment-project-version-for-each-build/446132)

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**Author:** [@anonymous\_user\_1b4af6251](https://forums.unrealengine.com/u/anonymous_user_1b4af6251)\
**Replies:** 1\
**Last updated:** [April 7, 2022, 1:25am UTC](https://forums.unrealengine.com/t/how-to-update-increment-project-version-for-each-build/446132 "2022-04-07T01:25:34Z")

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When building with Jenkins, it is useful to store the build number in the project, so you can reference the version when reporting bugs and such. Perhaps when packaging manually, it seems feasible to edit the Project Ve…

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## [Master Pose Component with Static Mesh(5-0) Master Pose Component with Static Mesh (5-0)](https://forums.unrealengine.com/t/master-pose-component-with-static-mesh-5-0-master-pose-component-with-static-mesh-5-0/492096)

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**Author:** [@anon31645270](https://forums.unrealengine.com/u/anon31645270)\
**Replies:** 0\
**Last updated:** [January 28, 2022, 8:47am UTC](https://forums.unrealengine.com/t/master-pose-component-with-static-mesh-5-0-master-pose-component-with-static-mesh-5-0/492096 "2022-01-28T08:47:02Z")

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Hi guys, i have a problem with a blueprint animation i using ue version 5.0, i just create a character with a few static mesh components and when i try to set the master pose component for do animation i cant see it. M…

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## [ARPGSavegame versioning system not understood](https://forums.unrealengine.com/t/arpgsavegame-versioning-system-not-understood/470484)

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**Author:** [@ergin](https://forums.unrealengine.com/u/ergin)\
**Replies:** 0\
**Last updated:** [August 29, 2020, 3:13am UTC](https://forums.unrealengine.com/t/arpgsavegame-versioning-system-not-understood/470484 "2020-08-29T03:13:50Z")

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Hello, I simply couldn’t undestand ARPGSavegame code. It mensions about versioning and fixup code. Although I did understand the concept of versioning, the necessity and reasoning of it, I couldn’t undestand the code , …

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## [FileVersion vs Version vs VersionName in .uplugin file.](https://forums.unrealengine.com/t/fileversion-vs-version-vs-versionname-in-uplugin-file/465852)

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**Author:** [@vburakovs](https://forums.unrealengine.com/u/vburakovs)\
**Replies:** 2\
**Last updated:** [May 31, 2020, 12:48am UTC](https://forums.unrealengine.com/t/fileversion-vs-version-vs-versionname-in-uplugin-file/465852 "2020-05-31T00:48:07Z")

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What’s the difference between those? My guess is that FileVersion is something that doesn’t change (it’s sort of version of file’s description format) but the other two are somehow related to plugin’s verison. Say I hav…

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## [How to add version to build path?](https://forums.unrealengine.com/t/how-to-add-version-to-build-path/465698)

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**Author:** [@necktwi](https://forums.unrealengine.com/u/necktwi)\
**Replies:** 0\
**Last updated:** [May 24, 2020, 2:40am UTC](https://forums.unrealengine.com/t/how-to-add-version-to-build-path/465698 "2020-05-24T02:40:55Z")

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When i pull a new release tag from git and build it, I want to build the new version in another build directory without disturbing previous build. How to add version to the build path in VisualStudio?

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## [Can I create 4.22 compatible assets using newer version?](https://forums.unrealengine.com/t/can-i-create-4-22-compatible-assets-using-newer-version/463391)

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**Author:** [@Omserat\_U](https://forums.unrealengine.com/u/Omserat_U)\
**Replies:** 2\
**Last updated:** [April 7, 2020, 9:05am UTC](https://forums.unrealengine.com/t/can-i-create-4-22-compatible-assets-using-newer-version/463391 "2020-04-07T09:05:26Z")

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Or more generally, what is the asset management strategy when distributing a plugin that is to be used with multiple engine versions? We are working on a plugin that we wish to distribute to our customers and this plugi…

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## [Unversioned build can't be incremental](https://forums.unrealengine.com/t/unversioned-build-cant-be-incremental/367045)

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**Author:** [@Nevermore](https://forums.unrealengine.com/u/Nevermore)\
**Replies:** 5\
**Last updated:** [August 9, 2019, 4:44am UTC](https://forums.unrealengine.com/t/unversioned-build-cant-be-incremental/367045 "2019-08-09T04:44:05Z")

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When I check Iterative cooking I cand launch profile from project launcher and it says “Unversioned build can’t be incremental”. I guess I’m, missing setup for project versioning, but where can I set it up?

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## [How to version UE4 with iOS configurations?](https://forums.unrealengine.com/t/how-to-version-ue4-with-ios-configurations/441434)

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**Author:** [@anon55348953](https://forums.unrealengine.com/u/anon55348953)\
**Replies:** 0\
**Last updated:** [January 16, 2019, 10:38am UTC](https://forums.unrealengine.com/t/how-to-version-ue4-with-ios-configurations/441434 "2019-01-16T10:38:50Z")

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I successfully ran a build on a Windows machine that uses a remote MAC to compile the project. I’d like to push all the necessary files and settings to version control for the engine: Remote Server IP Remote Server Na…

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## [Unreal Engine Does not see Perforce in Source Control](https://forums.unrealengine.com/t/unreal-engine-does-not-see-perforce-in-source-control/421855)

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**Author:** [@Jahn.Justin](https://forums.unrealengine.com/u/Jahn.Justin)\
**Replies:** 2\
**Last updated:** [April 17, 2018, 12:04am UTC](https://forums.unrealengine.com/t/unreal-engine-does-not-see-perforce-in-source-control/421855 "2018-04-17T00:04:41Z")

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I have not used Perforce before. I installed ‘p4vinst64’, the installer file, should be latest version, and should have everything needed. I setup Perforce folder for files and created Workspace, and set my computer to b…

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## [Where to Inject Custom Engine Versioning?](https://forums.unrealengine.com/t/where-to-inject-custom-engine-versioning/305079)

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**Author:** [@Unrea19\_BHVR](https://forums.unrealengine.com/u/Unrea19_BHVR)\
**Replies:** 4\
**Last updated:** [February 27, 2018, 8:33pm UTC](https://forums.unrealengine.com/t/where-to-inject-custom-engine-versioning/305079 "2018-02-27T20:33:29Z")

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Are there guidelines of implementing in-house engine versioning when building Unreal Engine from source with local customizations? The user stories are: I’ve made a new version of the engine and want designers to opti…

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## [Can I submit to marketplace and target lower UE versions?](https://forums.unrealengine.com/t/can-i-submit-to-marketplace-and-target-lower-ue-versions/409674)

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**Author:** [@malakaimessenger](https://forums.unrealengine.com/u/malakaimessenger)\
**Replies:** 0\
**Last updated:** [November 15, 2017, 7:08am UTC](https://forums.unrealengine.com/t/can-i-submit-to-marketplace-and-target-lower-ue-versions/409674 "2017-11-15T07:08:13Z")

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Hi, I use 4.18 to package my assets and upload to marketplace. I tested the assets on lower UE versions until 4.10.4. In marketplace submission page, I chose 4.10 - 4.18 as supported versions but it was rejected because …

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## [How can you manually set the build number for iOS build?](https://forums.unrealengine.com/t/how-can-you-manually-set-the-build-number-for-ios-build/315998)

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**Author:** [@anonymous\_user\_fb692cdc](https://forums.unrealengine.com/u/anonymous_user_fb692cdc)\
**Replies:** 14\
**Last updated:** [September 17, 2017, 12:08am UTC](https://forums.unrealengine.com/t/how-can-you-manually-set-the-build-number-for-ios-build/315998 "2017-09-17T00:08:42Z")

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We used to have to manually increment build numbers because the Mac editor didn’t do it for us automatically. We did it by manually changing the number in the info.plist file, which then copied over to the build. With 4…

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## [Best practices for versioning a skeletal mesh?](https://forums.unrealengine.com/t/best-practices-for-versioning-a-skeletal-mesh/351628)

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**Author:** [@borbs727](https://forums.unrealengine.com/u/borbs727)\
**Replies:** 1\
**Last updated:** [April 8, 2016, 10:25pm UTC](https://forums.unrealengine.com/t/best-practices-for-versioning-a-skeletal-mesh/351628 "2016-04-08T22:25:16Z")

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Hello! So I’m doing the rigging/animation for my first UE4 project and I was wondering if there were any best practices for versioning? Right now, I export my skeletal mesh from Maya and give it a version: character\_v0…

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## [How do I setup Git for an UE4 project?](https://forums.unrealengine.com/t/how-do-i-setup-git-for-an-ue4-project/278153)

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**Author:** [@thek3nger\_1](https://forums.unrealengine.com/u/thek3nger_1)\
**Replies:** 10\
**Last updated:** [December 6, 2015, 4:10am UTC](https://forums.unrealengine.com/t/how-do-i-setup-git-for-an-ue4-project/278153 "2015-12-06T04:10:24Z")

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Hi! My question is simple: how can I setup my git repository for an UE4 project? Or, in other words, which files/folders can I safely include in the gitignore file? Are there some tips to make this works flawless? …

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## [How do I create the project solution for Visual Studio?](https://forums.unrealengine.com/t/how-do-i-create-the-project-solution-for-visual-studio/278945)

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**Author:** [@Hagg](https://forums.unrealengine.com/u/Hagg)\
**Replies:** 3\
**Last updated:** [September 29, 2015, 12:46am UTC](https://forums.unrealengine.com/t/how-do-i-create-the-project-solution-for-visual-studio/278945 "2015-09-29T00:46:25Z")

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I’m attempting to setup a minimal Git repository but, I am unable to include the Visual Studio Solution (.sln) file as it has computer specific references. How can I build a solution file that I can compile off of? Curr…

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## [Can Blueprints (and other assets) be serialized as text?](https://forums.unrealengine.com/t/can-blueprints-and-other-assets-be-serialized-as-text/282552)

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**Author:** [@Arges\_2](https://forums.unrealengine.com/u/Arges_2)\
**Replies:** 3\
**Last updated:** [May 22, 2015, 8:57am UTC](https://forums.unrealengine.com/t/can-blueprints-and-other-assets-be-serialized-as-text/282552 "2015-05-22T08:57:04Z")

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Looking at the uasset files for the example blueprints, it looks like they’re saved on a binary format by default. Is there an option to serialize them as text? That would help with diff’ing and merging.

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## [Team work and versioning for assets and media?](https://forums.unrealengine.com/t/team-work-and-versioning-for-assets-and-media/310471)

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**Author:** [@Luciano\_Santos](https://forums.unrealengine.com/u/Luciano_Santos)\
**Replies:** 1\
**Last updated:** [March 11, 2015, 1:25pm UTC](https://forums.unrealengine.com/t/team-work-and-versioning-for-assets-and-media/310471 "2015-03-11T13:25:42Z")

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Hi, I understand Unreal already supports Perforce and SVN versioning systems, which are great for C++ and assets inside unreal, however, I’d like to know how you guys manage to synchronize with your teams (tools, workfl…

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## [How to use custom versioning](https://forums.unrealengine.com/t/how-to-use-custom-versioning/300271)

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**Author:** [@anonymous\_user\_e1690214](https://forums.unrealengine.com/u/anonymous_user_e1690214)\
**Replies:** 2\
**Last updated:** [February 6, 2015, 8:11am UTC](https://forums.unrealengine.com/t/how-to-use-custom-versioning/300271 "2015-02-06T08:11:12Z")

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The UE serialization system seems to have support for versioning of user classes, through things like FCustomVersionRegistration and FArchive::CustomVer(). However, these classes don’t seem to be used in UE4 itself (The …

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## [Is there ever gonna be a free version of ue4](https://forums.unrealengine.com/t/is-there-ever-gonna-be-a-free-version-of-ue4/288148)

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**Author:** [@Monkeyface007](https://forums.unrealengine.com/u/Monkeyface007)\
**Replies:** 5\
**Last updated:** [July 14, 2014, 5:04pm UTC](https://forums.unrealengine.com/t/is-there-ever-gonna-be-a-free-version-of-ue4/288148 "2014-07-14T17:04:39Z")

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## [\[Request\] Two suggestions to make documentation easier to use and maintain](https://forums.unrealengine.com/t/request-two-suggestions-to-make-documentation-easier-to-use-and-maintain/283203)

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**Author:** [@master\_rigel](https://forums.unrealengine.com/u/master_rigel)\
**Replies:** 1\
**Last updated:** [May 13, 2014, 10:58pm UTC](https://forums.unrealengine.com/t/request-two-suggestions-to-make-documentation-easier-to-use-and-maintain/283203 "2014-05-13T22:58:20Z")

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The Unreal game engine is continually updated along with the editor. Bearing this in mind, the documentation is not always updated before the new version is released. To add on to what has become a frustrating situation…

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## [What files and directories should be versioned and which are merely temporary? (Mac and PC cross platform development)](https://forums.unrealengine.com/t/what-files-and-directories-should-be-versioned-and-which-are-merely-temporary-mac-and-pc-cross-platform-development/283033)

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**Author:** [@jcdied4me](https://forums.unrealengine.com/u/jcdied4me)\
**Replies:** 1\
**Last updated:** [May 13, 2014, 6:51pm UTC](https://forums.unrealengine.com/t/what-files-and-directories-should-be-versioned-and-which-are-merely-temporary-mac-and-pc-cross-platform-development/283033 "2014-05-13T18:51:46Z")

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I am using SVN as my versioning system/repository. My team uses both PC’s and MAC’s. We are building a game for android, iOS and steam devices. What files and directories should be versioned and which are merely temporar…

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## [Transition a project from Installer-version to Custom-version](https://forums.unrealengine.com/t/transition-a-project-from-installer-version-to-custom-version/277812)

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**Author:** [@BrainDx](https://forums.unrealengine.com/u/BrainDx)\
**Replies:** 2\
**Last updated:** [March 22, 2014, 4:26am UTC](https://forums.unrealengine.com/t/transition-a-project-from-installer-version-to-custom-version/277812 "2014-03-22T04:26:42Z")

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I created a project using the Installer-version of the UE4 Editor. Now, when I am attempting to use the editor compiled from source it won’t open any of the projects (mine or content examples) because it complains about …
