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Repository
Lore
Sample data — this screen is not yet wired to the live backend.
Auth disabled (POC) — all repositories are publicly accessible; no tenant isolation is in effect.
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{{ repoName }}

★ Following
Multiplayer C++ shooter in Unreal Engine 5.4 — GAS abilities, server-authoritative replication, armor & pickups. Binary assets use exclusive checkout; source merges freely.
unreal-engine ue5 replication gameplay-ability-system c++
Revision
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Branch
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Locks
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Commits
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Recent activity
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Clone this repository
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$ {{ cloneCmd }}
README.md
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No README in this repository.
Loading README…
Activity
Commits — {{ repoName }}
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live from /api/graph
Activity · 13 weeks{{ ovCommitCount }} total
Lessreal commit datesMore
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Nanite42 MB
Binary asset — open in Unreal Editor to inspect. Exclusive checkout required to edit.
Diff {{ priorRev }}{{ currRev }}
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Revision history · {{ selName }} · click a revision to diff it against the prior
No revision history available for this file.
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{{ h.who }} · {{ h.when }}
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File inspector
{{ selName }}
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Type{{ selMeta.lang }} Revision{{ selMeta.rev }} Size{{ selMeta.size }} Hash{{ selMeta.hash }}
Checkout
Held by {{ selMeta.lock }}
Source file — merges freely; no lock needed.
Text or hash.*
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No commits in this repository.
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Loading…
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{{ cf.code }} {{ cf.name }}
{{ commitCyclerLabel }}
Revision{{ selCommitRevDisplay }} Hash{{ selCommitSig8 }} Date{{ selCommitDateDisplay }} Message{{ selCommitMsgDisplay }} File{{ selCommitFilePath }}
Pick a commit from the list to see what it changed.
Loading commit changes…
Initial commit — no parent to diff against.
Select a changed file on the left.
Binary file — no text diff available. Switch to File mode to inspect.
Previous{{ selCommitRevDisplay }}
{{ d.label }}
{{ d.o }}{{ d.m }}{{ d.sign }}{{ d.text }}
Loading file at {{ selCommitRevDisplay }}…
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No reviews
Code review is not wired in this build — no pull-request backend is available yet. Reviews will appear here once the backend is connected.

Releases

{{ releaseCount }} published
Tagged, downloadable builds — each release pins an immutable Lore revision.
No releases have been drafted yet. Use "Draft release +" to tag a revision for distribution.
{{ r.tag }} LATEST {{ r.title }} {{ r.initials }}{{ r.who }}· {{ r.when }}
pinned revision{{ r.rev }}
{{ r.notes }}
Assets
{{ a.name }}{{ a.size }}

Access & members

MP_CPP
Control who can see and write to your repositories — backed by Lore's ReBAC (relationship-based access control).
Visibility
{{ visHelp }}
Auth disabled — access controls have no effect in this build.
Invite
{{ p.email }}{{ p.role }}{{ p.when }}
Members & roles
{{ m.initials }}
{{ m.who }} you {{ m.role }}
Your repositories — manage quickly
{{ r.name }} {{ r.vis }} {{ r.members }} members {{ r.role }}

Locks

exclusive checkout · binary assets
Binary .uasset/.umap files can't merge, so they're checked out exclusively — like Perforce. Source merges freely.
Active locks
{{ liveLockCount }}
{{ lockUserLabel }}
{{ lockUserDisplay }}
Repo
{{ repoName }}
Asset pathOwnerBranchAction
Loading locks...
No active locks on this repo.
{{ lk.path }} {{ lk.owner }} {{ lk.branch }}
Acquire / release lock
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{{ lockMsg }}

Insights

Commit history for {{ repoName }} · branch {{ topBranch }}.
Commits · total
{{ ovCommitCount }}
live from /api/graph
Head revision
{{ ovRevision }}
live from /api/status
Active locks
{{ ovLockCount }}
live from /api/locks
Human vs AI-assisted commits
Detected from AI co-author markers in commit messages: Co-Authored-By: Claude · Generated with Claude Code · claude · codex · openai · copilot · 🤖
Human {{ humanCommitCount }} / {{ insightTotal }} ({{ humanPct }}%)
AI-assisted {{ aiCommitCount }} / {{ insightTotal }} ({{ aiPct }}%)
Commits by author type — detected from AI co-author markers in commit messages. Live from /api/graph.
Velocity charts, PR metrics, and storage analytics are not available in this build.
Wired endpoints: /api/graph · /api/status · /api/locks
L

{{ orgName }}

{{ orgMemberCount }} member · {{ orgRepoCount }} {{ orgRepoLabel }}
Repositories
{{ or.name }}private
{{ or.desc }}
{{ or.lang }} {{ or.rev }} {{ or.crewCount }} crew
Members · {{ orgMemberCount }}
{{ om.initials }}
{{ om.who }} {{ om.role }}
Auth disabled (POC) — org-level access controls and team standing are not enforced in this build.

Layers

Lore-unique · compose a repo from stacked layers
Layers let you assemble a working copy from stacked, independently-versioned slices — share an engine base across projects without copying it.
MP_CPP actual state: no layers configured. Layers are defined in .lore/layers.toml — live from /api/layers.
Example Illustration of how Layers works — your MP_CPP has none configured yet
Layer 2 Content-DLC1 add-on: DLC1 content · optional · swap to switch configs
Layer 1 MP_CPP-Source your C++ source · independently versioned · merges freely
Layer 0 UE5.4-Engine engine base · read-only · shared across all studio repos
Working copy = layers composed bottom-to-top into one unified view. Swap Layer 2 to switch between DLC configs without re-cloning the engine or source.

Links

Lore-unique · mount a subpath of another repo
Links mount a path from another Lore repo into this one at a pinned revision — share a plugin or asset pack without submodules or copies.
MP_CPP actual state: no links configured. Links are defined in .lore/links.toml — live from /api/links.
Example Illustration of how Links works — your MP_CPP has none configured yet
Local path Source repo · subpath Pin
Plugins/MultiplayerSessions lore://lenboord/MPSessions-Plugin @ r12 (pinned)
The linked subpath appears in your working copy at exactly r12 — read-only until you explicitly update the pin with lore link update. No submodule pain; no copying files between repos.

Shared store

Lore-unique · cross-repo content-addressed dedup
Identical objects across every repo in the org are stored once. Cloning pulls only what you're missing.
MP_CPP actual state: shared store statistics are not yet exposed by this endpoint. Dedup data will appear here when the backend supports /api/store.
Example Illustration of how Shared Store works — your MP_CPP has no shared objects yet
Object hashNameReposSize
a3f8c91d… T_Armor_Albedo.uasset 3 repos 42 MB
b72e1440… SK_Character_Base.uasset 5 repos 118 MB
Objects are content-addressed (SHA-based hash). When 5 repos all reference the same 118 MB mesh, it is stored once — cloning pulls only what is missing from the local store.
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◆ GitHub × Perforce · for Unreal

Version control built
for Unreal Engine.

Git-grade branching for your C++. Exclusive checkout for binaries that can't merge. Gamified velocity for the whole studio — one platform, self-host or cloud.

$ lore clone lore://your-studio/your-game
lenboord / MP_CPP — Code
void OnRep_Armor()
{
AddOnScreenDebugMessage("Armor: %f");
}
+ IncreaseHealth_Implementation()
+ HealthComponent->SetHealth(...)
Exclusive checkout
Binary .uasset & .umap can't merge — lock before you edit. Never lose a blueprint to a bad merge again.
Git-grade code
Branches, split diffs, merge reviews and a legible commit DAG for your C++ — source merges freely.
Layers · Links · Store
Compose repos from layers, mount subpaths of other repos, and dedup terabytes across your whole org.
Gamified velocity
Levels, XP, streaks, achievements & seasonal leaderboards that make shipping genuinely addictive.
Markdown licenses
First-class LICENSE.md, SPDX detection and compliance — rendered, not buried.
Self-host or cloud
Run loreserver on your own metal or use Lore Cloud. Your IP, your call.
9,400+
studios building
48 PB
assets versioned
99.99%
uptime
4.8M
locks held safely

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{{ brand }}·Built for Unreal teams·© 2026
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