Releases: ToffelsKater/SourceManagerForUnreal
Release list
Source Manager for Unreal Engine v1.4.0
Download SourceManagerSetup.exe below - per-user install, no admin rights needed, Windows 10/11 x64.
What's new
Choose which plugins the editor starts with
Sync & Launch now reads your .uproject and lists every plugin it names as a toggle. Turn off the ones you do not need for this session and the editor starts without them - handy when a heavy plugin costs you a minute of startup, or when you want to check whether one of them is what is breaking the editor.
- The
.uprojectis never modified. Plugins you switch off are passed to the editor as-DisablePlugins, and any the project ships disabled that you switch back on as-EnablePlugins, so this works on a read-only file checked into Perforce - Your choices are remembered per project, stored as the difference from the project's own settings - a plugin added to the project later arrives with the project's setting rather than a stale one
- Plugins the project does not mention (the engine's own defaults) are left alone
Perforce history: what has landed on your branch
The Perforce tab now shows the submitted changelists on the branch's stream, newest first and grouped by day.
- Each changelist lists its files grouped by depot folder, with add / edit / delete marked
- Pick how far back to look (25 to 200 changelists)
Sync to this changelistpoints the sync fields at the one you are reading, soSync nowreproduces that exact state- A refresh keeps the changelist you were reading selected instead of jumping back to the top
The Perforce tab refreshes itself
Opening the Perforce tab, and logging in, now load everything in one go: workspaces, streams, the workspace's real current stream, your pending changelists and the history. No more pressing four buttons to find out where you are.
- Read-only - it lists, it never syncs or submits
- Without the
p4CLI or a login ticket it stops at a status line instead of firing commands that would fail - A 15 second cooldown keeps flipping between tabs from re-running the same four commands
Install
Run SourceManagerSetup.exe. It installs per user, so no admin rights are needed, and replaces any earlier version in place.
Source Manager for Unreal Engine v1.3.0
Download SourceManagerSetup.exe below - per-user install, no admin rights needed, Windows 10/11 x64.
What's new
Pick your project from a list - and the engine follows
The Sync & Launch and Build tabs no longer ask you to type or browse to a .uproject path. Source Manager finds the projects on your PC and puts them in a dropdown:
- Reads the editor's own recent-projects list and its Unreal Projects folder, then sweeps the fixed drives (depth-limited and time-capped, so it stays under a second on a normal machine)
- Skips engine trees, marketplace
VaultCachedownloads and system folders, so the list is your projects and nothing else - Most recently opened first;
Rescanpicks up new ones andBrowse...still takes anything the scan missed - Sync & Launch keeps a "(no project - just launch the editor)" entry, and both tabs always show the same project
Picking a project switches the engine to the one it belongs to. No more opening a 5.7 project against a 5.8 engine and spending an afternoon on "Missing Modules":
- A
{GUID}association resolves through the registered source builds, an empty one means the engine folder above the project, and a version string finds the matching install - When a bare version like "5.8" is ambiguous - a source build and a launcher install of the same version - the project's own generated project files and last built target decide which one it really belongs to
- The dropdown names the engine each project resolves to (e.g.
titanoboa (UE 5.8.2, source build)), and the Get Source picker follows the switch - When the engine a project asks for is not installed, the current engine is kept and the mismatch is spelled out instead
Branches - one profile per stream
Working in more than one stream no longer means editing five fields by hand. A branch holds its own stream, workspace, sync path, changelist, project and engine, and switching branch repoints all of it at once. Sync & Launch puts the workspace on the branch's stream before syncing, so you can never sync one branch and launch another.
Perforce: changelists, submit and stream switching
- Lists your pending changelists (including the default one) and the files each holds
- Submits the one you pick after a confirmation naming the server, workspace and file list
Switch workspacerunsp4 switchonto the selected stream- Sync can be pinned to a changelist or label
Get Source: engine version checks and in-place updates
- Compares the selected engine against Epic's release tags on GitHub, so you find out that a newer patch shipped
- A cloned source tree can be moved onto the new tag right there: checkout,
Setup.batfor that version's dependencies, thenGenerateProjectFiles.bat. Local changes to engine code block the update rather than being overwritten - A precompiled engine points you at the Epic Games Launcher instead; an unpacked source zip is told why it cannot be updated in place
Free community tool that automates the Unreal Engine workflow: dependency setup (Visual Studio 2022 / Git / Perforce), engine source download, editor builds, Perforce sync and one-click launch. Not affiliated with Epic Games.
Source Manager for Unreal Engine v1.1.0
Download SourceManagerSetup.exe below - per-user install, no admin rights needed, Windows 10/11 x64.
Epic Games Launcher engines are now supported
You no longer need a source build to use Source Manager. The app detects every Unreal Engine on your PC - precompiled Epic Games Launcher installs and GitHub source trees alike - and lets you pick the one it works against.
Auto-discovery (Get Source tab)
- Scans the launcher's own
LauncherInstalled.dat, theEpicGames\Unreal Engineregistry keys, the list of registered source builds, and the usual install folders - Every candidate is verified on disk, so engines you uninstalled long ago no longer show up
- Each entry shows its version, kind and path;
Rescanpicks up newly installed versions - On first run the app adopts the best engine it finds instead of pointing at a folder that is not an engine
Engine-compilation actions are hidden for precompiled engines
A launcher build ships no engine source, so there is nothing to clone, set up or compile. When one is selected:
- Sync & Launch drops the "Build engine target" step and renumbers the rest
- The Build tab hides the engine target picker, the Build button and Open UE5.sln, keeping the dedicated-server section
- Get Source hides the GitHub repository card and the Clone / Setup.bat / Generate project files actions
- Sanity check drops the Setup.bat and engine-build Visual Studio rows, and reports missing binaries as something to verify in the Epic Games Launcher rather than something to build
Everything project-side keeps working - Perforce sync, full project recompile, dedicated-server builds and launching the editor all run against a precompiled engine. Project files are generated through UnrealBuildTool for these engines, since they ship no GenerateProjectFiles.bat.
The Guide tab explains both engine kinds and when to pick which.
Free community tool that automates the Unreal Engine workflow: dependency setup (Visual Studio 2022 / Git / Perforce), engine source download, editor builds, Perforce sync and one-click launch. Not affiliated with Epic Games.
Source Manager for Unreal Engine v1.0.0
First public release.
Download SourceManagerSetup.exe below - per-user install, no admin rights needed, Windows 10/11 x64.
Free community tool that automates the Unreal Engine source-build workflow: dependency setup (Visual Studio 2022 / Git / Perforce), engine source download, editor builds, Perforce sync and one-click launch. Not affiliated with Epic Games.
Update 2026-07-16 (installer refreshed)
Dedicated server support (Build tab)
- Launch the built server straight from the app - the .uproject is passed automatically, plus your own launch arguments (map name,
-log,-port=7777, ...), remembered between sessions - Create
<Name>Server.Target.cswith one click - derived from your project's own game target, so engine-version settings carry over - Build your project's dedicated-server target against the source engine, with live progress and run instructions in the log
- Detects code-less projects (servers need a C++ project) and guides you to fix it
Full project recompile (Sync & Launch, step 3) - now a true clean rebuild
- Closes Unreal/Visual Studio processes holding file locks (VS only after confirmation)
- Deletes
Intermediate/DerivedDataCache/Binaries/.vsand stale.sln/.vcxprojfiles, clearing read-only flags first (Perforce) - Preflight names any enabled plugin that is missing before wasting a build
- Regenerates project files, then rebuilds from scratch - reliably fixes the "Missing Modules" dialog
Update 2026-07-14 (installer refreshed)
- Sanity Check button on Sync & Launch: tests the whole chain (tools, engine, dependencies, VS components, Perforce ticket, workspace, binaries) and says which tab fixes each problem
- One-click Install buttons for Git and Perforce on the Dependencies tab (winget), no app restart needed
- Built-in Guide tab: step-by-step onboarding for new team members, opens on first launch
- Report-a-bug button: pre-filled GitHub issue with diagnostics and recent log
- ShaderCompileWorker now builds automatically (editor builds and before launch)
- Fixed: "Missing Modules" for launcher-built projects via project rebuild step
- Fixed: crash-popup storm when switching to the Build tab during a running operation
- Fixed: unreadable dropdown text; USM app icon added; rebranded to "Source Manager for Unreal Engine"