I am neither an Unreal nor games developer, but in case nobody provides a better answer...
From what I've heard, what makes source control tricky for game development is all of the non-text files.
Git's distributed "everybody has a local copy of the entire repo" approach is not well suited for binary assets, especially large and frequently changing ones. Nearly any "modern" game development project will have gigabytes if not terabytes of these. Imagine you're a game coder and every `get fetch` grabs another 400GB of textures from the level designers.
Last I heard many game dev shops still used Subversion instead of git for precisely this reason.
There are also workarounds/extensions for git; not sure of their maturity/adoption.
I am neither an Unreal nor games developer, but in case nobody provides a better answer...
From what I've heard, what makes source control tricky for game development is all of the non-text files.
Git's distributed "everybody has a local copy of the entire repo" approach is not well suited for binary assets, especially large and frequently changing ones. Nearly any "modern" game development project will have gigabytes if not terabytes of these. Imagine you're a game coder and every `get fetch` grabs another 400GB of textures from the level designers.
Last I heard many game dev shops still used Subversion instead of git for precisely this reason.
There are also workarounds/extensions for git; not sure of their maturity/adoption.