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.
Getting started: project management for game studios with Gameheim
Set up project management for your game studio in Gameheim: create your organization and first project, choose Perforce or Git, and invite your team.Install the Gameheim Agent: run Perforce and Git locally from the browser
Install the Gameheim agent to run Perforce and Git commands locally from a web app: download, pairing with a setup code, updates, logs and troubleshooting.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.
Task tracking for game development: a Kanban board by discipline
Task tracking for game development in Gameheim: a Kanban board by discipline, task keys like OFT-12, comments, a live activity feed and Perforce submits.Game production pipeline and milestones: phases, deadlines and progress
How the game production pipeline and milestones work, from concept to alpha, beta and gold, and how Gameheim tracks phases, deadlines and milestone progress.Capacity planning for game studios: avoid crunch with resource planning
Capacity planning for game studios: compare planned work with real availability, including vacations, and avoid crunch before it starts, with Gameheim.Bugs and crash reports
Track bugs and collect Unreal Engine crash reports from editors and builds.
Bug tracking for game development: reports, severity and fixes
Bug tracking for game development: a QA bug report template, severity vs priority, bug statuses, and how Gameheim links bugs to fix tasks and changelists.Unreal Engine crash reporter setup: collect crash reports from your builds
Unreal Engine crash reporter setup: the DataRouterUrl line, Include Crash Reporter, -CrashReporter and debug files, so crashes of your builds reach Gameheim.Unreal Engine crash report triage: group crashes by callstack and track regressions
Unreal Engine crash report triage in Gameheim: group crash reports by callstack, merge groups, turn crashes into bugs and catch regressions by changelist.Unreal Editor crash reports for the whole team
Unreal Editor crash reports for the team: send editor and PIE crashes to Gameheim, get the workspace changelist from the agent, and forward them to Epic too.Knowledge and design
Design documents, decisions, search and AI assistants on your project.
Game design document wiki: keep a living GDD your team actually reads
Build a game design document wiki that stays current: a page tree, published versions, per-page access and AI writing help. How a living GDD works in Gameheim.Game design decision log: record what was decided and why
A game design decision log keeps what was decided, why, and what was rejected. See what a decision record holds and how Gameheim links it to bugs and code.Game studio documentation search: find any doc, and ask AI about it
Game studio documentation search that respects permissions: a document repository, one search box for wiki and files, and AI answers with sources in Gameheim.Use Claude or ChatGPT for game project management
Use Claude or ChatGPT for game project management through an MCP server: workflows for producers, QA and designers, and how Gameheim scopes what they can do.Voice and audio
Dialogue, voice actors, music and sound effects from brief to engine.
Voice over production pipeline for games: scripts, actors, takes and Unreal import
Build a voice over production pipeline for games: track every line, character, actor, take, pickup and locale, from script to Unreal Engine, with Gameheim.Game music and sound effects tracking: cue sheets, briefs, deliverables and approvals
Game music and sound effects tracking that works: a cue sheet with composer briefs, demos, masters, stems, approvals and Unreal import, managed in Gameheim.Team and collaboration
Conversations, references and the mobile app.
Game studio team communication: channels, direct messages and announcements
Game studio team communication next to the work: project channels, direct messages, an announcements board, live presence and notifications in Gameheim.Art reference moodboards for game development
Art reference moodboards for game development, kept with the project: image boards, saved copies of linked images and private boards in Gameheim.The Gameheim mobile app: your game production on Android and iOS
The Gameheim game production mobile app for Android and iOS: push notifications for messages and announcements, biometric sign-in, and your projects on the go.Administration and security
Roles, permissions, the audit log and account protection.
Roles and permissions for game development teams
Roles and permissions for game development teams in Gameheim: LEAD, MEMBER and VIEWER tiers, custom roles, project membership, access for outsourcers and QA.Audit log and account security for game studios
An audit log for your game studio, two-step verification, active sessions and password rules: how Gameheim protects access to your game source and assets.Bring your studio into one hub
Native Perforce, production tracking, knowledge and your whole team. See what Gameheim can do for your studio.
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