# How can I make it work with Git?

**URL:** <https://qa.fmod.com/t/how-can-i-make-it-work-with-git/23162>\
**Category:** FMOD Studio\
**Tags:** windows, ue4, blueprints\
**Created:** [July 15, 2025, 3:35pm UTC](https://qa.fmod.com/t/how-can-i-make-it-work-with-git/23162 "2025-07-15T15:35:20Z")\
**Posts on this page:** 1\
**Showing post:** 2

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**Author:** ![li\_fmod](https://yyz2.discourse-cdn.com/flex036/user_avatar/qa.fmod.com/li_fmod/32/6577_2.png) [@li\_fmod](https://qa.fmod.com/u/li_fmod)\
**Post date:** [July 18, 2025, 2:32am UTC](https://qa.fmod.com/t/how-can-i-make-it-work-with-git/23162/2 "2025-07-18T02:32:18Z")

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Hi,

> [@marcikaa78](#):
>
> I wanted to enable version control for FMOD studio, but I didn’t see a Git option. Can someone recommend me a workaround?

Could I please grab more info? Are you looking to use Git to manage your FMOD Studio project alongside your Unreal Engine project? Or Implement a custom Git UI inside FMOD Studio itself?

If it’s the first case (managing FMOD project with Git), FMOD doesn’t have built-in Git integration, but it’s fully compatible with version control. You can find relevant info here: [Unreal Integration | User Guide - Source Control](https://fmod.com/docs/2.02/unreal/user-guide.html#source-control)

If you’re trying to add Git functionality into FMOD Studio itself (e.g., custom buttons or UI scripts), this thread may help: [Scripting UI Limitations](https://qa.fmod.com/t/scripting-ui-limitations/22719)

Let me know which path you’re heading down, happy to help further!

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_[View the full topic](https://qa.fmod.com/t/how-can-i-make-it-work-with-git/23162)._
