Start an Unreal project on ForgeLore
ForgeLore hosts the Lore repository, shows the team what is locked or moving, and gives every workstation the same connection steps. Unreal Editor plugin support is not claimed here; the current workflow is ForgeLore dashboard plus the official Lore CLI.
Binary assets should be locked before editing because they cannot be safely merged like source code.
Create a ForgeLore repository
Start from the dashboard, choose US East, and wait until the repository is active before connecting a workstation.
Connect with the Lore CLI
Copy the connection command from ForgeLore. Use a short-lived connect token instead of sharing personal credentials.
Lock binary assets before editing
Lock maps, Blueprints, textures, audio, and other binary assets before opening them for changes.
Invite the team
Give artists, engineers, and build operators the minimum access they need for the project.
What belongs in source control
Keep the project files your team needs to recreate the game. Leave local caches and generated output out of the shared repository.
Config/Content/Plugins/Source/*.uprojectDerivedDataCache/Intermediate/Saved/Binaries/.vs/local build outputConnect a workstation
Copy exact commands from your repository page. This example shows the shape of the workflow without exposing a real token.
Using an AI assistant?
Give agents the same project rules: inspect locks first, avoid generated folders, and ask before destructive actions.