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Access & members
{{ repoName }}
Set the visibility of your repositories. Private repositories are isolated per account on Branchive Cloud. Fine-grained read/write sharing is not yet enforced on the VCS data plane.
Visibility
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Auth disabled — access controls have no effect in this build.
Layer 1MP_CPP-Sourceyour C++ source · independently versioned · merges freely
Layer 0UE5.4-Engineengine 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.
{{ repoName }} actual state: no links configured. Links are defined in .lore/links.toml — live from /api/links.
ExampleIllustration of how Links works — your {{ repoName }} has none configured yet
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.
{{ repoName }} actual state: shared store statistics are not yet exposed by this endpoint. Dedup data will appear here when the backend supports /api/store.
ExampleIllustration of how Shared Store works — your {{ repoName }} has no shared objects yet
Object hashNameReposSize
a3f8c91d…T_Armor_Albedo.uasset3 repos42 MB
b72e1440…SK_Character_Base.uasset5 repos118 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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ProductPricingDocsStudios
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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. Self-host the open-source loreserver, or use Branchive Cloud.
$ lore clone lore://your-studio/your-game
lenboord / MP_CPP — Code
voidOnRep_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, 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.
◷
Commit history & insights
Per-file revision history, commit graph with branch lanes, and AI-vs-human authorship breakdown from your real commit data.
⌘
Markdown licenses
First-class LICENSE.md rendered in the repository overview alongside your README.
⊚
Self-host or cloud
Run loreserver on your own metal or use Lore Cloud. Your IP, your call.
Bring {{ brand }} to your studio.
Free for indie teams. Self-host in an afternoon, or start on Lore Cloud in minutes.