Visual assist vs resharper unreal
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Visual assist vs resharper unreal code#
Then there’s static code analysis – inspections that point to errors in your code. Another key to using Unreal Engine effectively is quickly finding links to fields and functions and navigating through code – and Rider for Unreal Engine excels at that. That would be navigation, find usages, jumping to symbol declaration, going to derived and base symbols – we use those all the time, both in our own code and in Unreal Engine code (as the engine code is the main source of documentation for developers). What features of Rider for Unreal Engine are turning out to be the most useful in your project so far? Still, it can be tricky to migrate away from a tool you’ve used for years, so some of our colleagues are sticking with Visual Studio. But Rider’s UI is very attractive visually, I’ll give it that. My first impression was: “Wow, it supports the VS keyboard shortcuts! All my VS skills are going to come in handy.” When it comes to the user interface, Visual Studio’s UI seems more user-friendly in some aspects, like debugging, probably because I just have more experience with it. Was it easy for you to migrate to Rider for Unreal Engine? Rider for Unreal Engine, on the contrary, has demonstrated stellar performance, at least when dealing with UE code. With Visual Assist, the language features weren’t accurate enough for us (though I suppose things might be different now). But with or without plugins, the VS editor would often run into performance issues. Before adopting Rider, we used Visual Studio, either vanilla or with Visual Assist or ReSharper C++. A third of them are using Rider for UE, and the others are working in various versions of Visual Studio. How many developers are involved in the project? What are some of the main tools they’re using? And this is where Rider for Unreal Engine saves the day! It’s tough to work with code that’s wrapped with so many macro definitions, which are virtually meaningless from the standpoint of the language itself. When using code editors, the UE reflection mechanism usually presents the biggest challenges. The main game logic is stored in the shared module. We have two mono repositories, one for the game itself and one for the engine. We’re making heavy use of the Unreal Engine reflection mechanism, as well as C++ template metaprogramming. How is the project organized? What technologies are you using?Īs I said, the project is written in C++ and built on Unreal Engine. I don’t think we’ll move this project to Unreal Engine 5, as that version has different rendering and migrating to it could have possibly resulted in us having to redo all the game art we’ve already created. We’re developing the game in C++ and using Unreal Engine 4.26 for now, but gradually migrating to 4.27. What I can say is it’s a Sci-Fi, session-based, third-person shooter.Īnd you’re using Unreal as the game engine? We haven’t announced the title yet, so I cannot tell you much about it because of NDAs. Hi Viacheslav! Could you please tell us about the project you’re working on? What kind of game is it?