Unreal workflow

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.

Lock-aware by default

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.

Usually keep
Config/Content/Plugins/Source/*.uproject
Usually ignore
DerivedDataCache/Intermediate/Saved/Binaries/.vs/local build output

Connect a workstation

Copy exact commands from your repository page. This example shows the shape of the workflow without exposing a real token.

Lore CLI workflow
# Authenticate with a short-lived token
$lore login --token-type forgelore-connect-token --token <connect-token> --auth-url https://auth.forgelore.app <project-remote>
# Create the local workspace
$lore clone <project-remote>
# Check local changes before editing
$lore status
# Lock a binary asset before work
$lore lock acquire Content/Maps/Arena.umap
# Release the lock after the change is pushed
$lore lock release Content/Maps/Arena.umap

Using an AI assistant?

Give agents the same project rules: inspect locks first, avoid generated folders, and ask before destructive actions.

AI assistant setup