The Unreal Revision Control (URC) Command Line Interface (CLI) enables you to perform revision control actions on your project using a third-party command line tool such as PowerShell. Although these actions can often be performed with the user interface, some allow you to go beyond what the interface currently supports.
This document provides an overview of:
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How to get started with CLI
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Common use cases and how to achieve them with the CLI
Before You Start
To use command lines you need to know where the URC files are located in Windows Explorer and set up an environment variable to create and use command lines with URC.
Before setting the environment variable, make sure to set your folder where the urc.exe exists within your path variable.
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Open your Windows settings and select System > About > Advanced system settings. The System Properties panel opens.
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Click Environment Variables…
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Select Path > Edit from the User variables list to edit the Environment Variables for the path.
Your name appears after C:\Users\
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Select Browse and choose the file path that leads to your urc.exe files.
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Click OK until all the open panels are closed.
You’ve successfully edited an environment variable.
Launching PowerShell
Open the Unreal Editor for Fortnite (UEFN) project you’re working on with Windows Explorer.
Make sure to log into UEFN first before using other URC CLI commands.
This depends on whether you have recently logged into UEFN. You won’t need to call urc auth login
if UEFN is open and you’re logged in unless the token expires. If you use the CLI without UEFN open or after the token expires, you’ll have to log into the CLI.
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Shift + right-click to open the contextual menu.
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Choose Open PowerShell window here.
Common CLI Use Cases
Listing all the projects that you have access to with your account logged in.
CLI Commands |
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urc project list |
urc p list |
Seeing all the snapshots of your project.
CLI Commands |
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urc project snapshot list |
urc p s list |
Syncing to a previous snapshot to go back in project history.
Close the project or editor before syncing to a specific snapshot to avoid failing to sync project files.
CLI Commands |
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urc project snapshot get |
urc p s get |
Syncing to latest so you can retrieve everyone’s updates to the island.
CLI COmmands |
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urc project snapshot get |
urc p s get |
Getting an overview of all assets and their status within the current snapshot before submitting.
CLI Commands |
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urc project status –-extended |
urc p status –-extended |
Rollback to a specific snapshot to continue working from a previous backup.
Sync your project to a previous snapshot
CLI Commands |
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urc projects snapshots get |
If you need to see a list of snapshots so you can select which project version you want to sync to, use the command:
CLI Commands |
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urc projects snapshots list |
Copy and paste the Plugins folder to your desktop to keep a backup of your assets.
Afterward, sync back to the latest snapshot.
CLI Commands |
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urc projects snapshots get |
Once you've successfully synched the project to the latest snapshot, do the following:
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Delete Plugins from your current UEFN project folder.
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Copy and paste the previous Plugins folder from the desktop into the project folder.
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Open your project in UEFN and confirm the state of the project looks as you intend it.
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Click Check In Changes if you project looks as you expect to create a new snapshot reflecting the new state of your project.
Reverting an asset to the current snapshot to undo your changes.
CLI Commands |
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urc asset revert .\pathname |
urc a revert .\pathname |
Releasing assets that are checked out by a specific team member, so you can continue working without someone blocking your work.
Get the projectID, opening in the project in the Creator Portal. You can see the project id in the url.
This function can only be performed by a team admin. Make sure to check your team role in the Creator Portal.
CLI Commands |
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urc project forcerelease |
urc p forcerelease |