Shaarigan said:
Git works best with text files or files that are easily diffable, this isn't the case for binary files like assets. Unreal dosen't compress as far as I know too so, workj with it
THIS so much.
Use the right tools for the job.
Distributed version control systems like Git make a copy of the entire history on every machine. For most games this is often a terrible choice, unless they are extremely light on assets. Some 2D style games can do it, as long as there are few iterations of graphics and audio, which tend to consume the most space.
Some version control systems also hog space. SVN is popular because it is free, but it also consumes about 50% extra space for a moderately-compressed clean copy in addition to the real copy. Not so bad for a 100MB game, but a horrible choice when a game's assets reach double-digit or triple-digit gigabytes.
Unreal's decision to keep their uasset files as binary, even though they are mostly XML internally, further complicates matters.
Inside the industry Perforce is the standard version control in games, and in several other asset-heavy industries. It is free for up to 5 users. It does require setting up a server somewhere, but the bandwidth requirements tend to be better than alternatives, especially since you can configure it to compress everything across the wire.