Gameheim

Documentation

Guides for teams that build with Unreal Engine

Each guide starts from a problem game teams run into every week, explains what causes it, and shows step by step how to handle it in Gameheim: Perforce for the whole team, Unreal crash reports, bugs, production planning, dialogue and the studio’s own knowledge.

Getting started

Create your studio, install the agent and bring the team in.

Perforce and version control

Sync, lock, reconcile and submit Unreal projects, and keep the server in order.

Unreal Engine source control: Perforce vs Git LFS, and how to choose

Unreal Engine source control compared: Perforce vs Git LFS on large assets, file locking, hosting and editor support, and how to choose and set one up.

Perforce for artists and designers: the daily workflow in plain words

Perforce for artists and non-programmers, in plain words: sync, check out, lock and submit Unreal assets from the browser with Gameheim, step by step.

Perforce workspace setup for Unreal Engine projects

Perforce workspace setup for Unreal Engine: choose depot or stream, pick the root folder, adopt an existing P4V workspace and run the first sync in Gameheim.

Perforce file locking for Unreal assets: exclusive checkout, locks and stale locks

Perforce exclusive checkout for .uasset and .umap files: why binary assets cannot merge, how locks work, and how Gameheim tracks, reminds and releases locks.

Perforce changelists: check out, shelve, resolve and submit

Perforce changelist submit and shelve, explained: organise work, shelve it, fix conflicts and submit with a pre-submit check and task links in Gameheim.

p4 reconcile: bring offline and unchecked-out work back into Perforce

p4 reconcile for offline work: find files edited without checkout, added or deleted outside Perforce, and track them in Gameheim with scheduled scans.

Perforce typemap for Unreal Engine: a recommended setup

A recommended Perforce typemap for Unreal Engine: what binary+l, +w and +S do, why the typemap is not retroactive, and how to edit it safely in Gameheim.

Perforce server administration for studios without a dedicated admin

Perforce server administration for small game studios: users, groups, depots, configurables, obliterate and audit, done from the browser in Gameheim.

How to manage Unreal Engine plugins as a team on Perforce

How to manage Unreal Engine plugins as a team on Perforce: plugin changelists, duplicate plugin folders, generated files and locks, with Gameheim.

Git LFS for Unreal Engine: setup, .gitattributes and locking

Git LFS for Unreal Engine: why .uasset and .umap need LFS, a .gitattributes you can copy, file locking, and how Gameheim runs Git projects (experimental).

Move a game project from Perforce to Git with a guided transition

Move a Gameheim project from Perforce to Git step by step: a checklist that waits for everyone's work, role mapping, a one-click cutover and a read-only archive.

Production and planning

Tasks, milestones and capacity for a team that ships games.

Bugs and crash reports

Track bugs and collect Unreal Engine crash reports from editors and builds.

Knowledge and design

Design documents, decisions, search and AI assistants on your project.

Voice and audio

Dialogue, voice actors, music and sound effects from brief to engine.

Team and collaboration

Conversations, references and the mobile app.

Administration and security

Roles, permissions, the audit log and account protection.

Bring your studio into one hub

Native Perforce, production tracking, knowledge and your whole team. See what Gameheim can do for your studio.

Get started