Checking Out to a Local Working Copy
To work with files that are under SVN control, you will need to set up a Working Copy so that the files can be managed on your local machine.
For the moment, you cannot do this inside of the Unreal Editor. You can do this via the SVN command line tools, but in this case for ease of use,
we are going to describe how to set up a working copy using TortoiseSVN on Windows.
You can download TortoiseSVN for Windows by clicking here and downloading the program from the TortoiseSVN website.
When you create a new project, you can choose whether it incorporates C++ code and Blueprint elements. If you are using C++ code in your project, you will see a Source/ directory as well.
You should initially add the following directories of your project:
Folders and files highlighted in Green should be added to your depot. The Binaries folder in Yellow is optional, depending on how your team wants to work together.
It is not required if every team member is going to compile their editor/game themselves, but should be included in the initial add if any team members will just be grabbing a version from the depot to create content.
If you are trying to edit a project that someone else has already created, you can skip ahead as the following will not apply to you.
To create your working copy, you should Check Out the (assumed empty) root of your repository. To do this, Right-click on your project's folder in Windows Explorer and select SVN Checkout.
Then enter the URL of your repository and where it should be checked out (make sure this is not creating a subdirectory you do not want).
Next click OK and it should create a hidden .svn directory that SVN uses to store information about the working copy.