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Source Manager for Unreal Engine v1.3.0

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@ToffelsKater ToffelsKater released this 06 Sep 19:04
· 6 commits to main since this release

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 VaultCache downloads and system folders, so the list is your projects and nothing else
  • Most recently opened first; Rescan picks up new ones and Browse... 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 workspace runs p4 switch onto 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.bat for that version's dependencies, then GenerateProjectFiles.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.