![]() The way it generates VS solution partially reflects this knowledge. Quite often UE just knows which files go where in the project. But the problem is that UE project model comes with much secret knowledge. ![]() We have all rights and I was one of the contributors actually. CLion still might get some UE features in the future maybe, but the full support is targeted on Rider. uproject support (not easily extractable as plugins), UE language-specific features (implemented on ReSharper C++ language engine, not available in CLion - this might change in the future, but it's a huge task), shaders support (also on top of ReSharper C++ engine, and required for Unity as well, so it will anyway be in Rider, even just for Unity).īTW, UE also has some C# files (Build.cs) for example, or plugins (written in C#), which makes Rider a good fit.Īnd overall, we see Rider as an IDE for Game dev. UE functionality consists of several things. Why you'd not just extract UE internal stuff into a plugin and allow to use it in CLion. How did you do that? We'll try, maybe there is indeed some Rider specific that prevents inporting. IC see several questions, so let me try to answer them:ĭo you mean i need to export settings from CLion and import them into Rider? I did it and nothing changed. They both are built on the same IntelliJ platform, so the experience will be similar. And the keybindings and other settings can be shared among CLion and Rider. So until the official release, you can use it free, just need to register. uproject natively, so it's more accurate and works better.īy the way, Rider for UE is for now a free preview. It also relies on fake CMake targets, which makes code resolve tricky for the IDE. However, we know that the CMake generated there is far from being optimal in terms of IDE performance. If you can successfully create a CMake project with the Source Control Access plugin contributed into UE, then you can open it in CLion and use it. We were also explaining it here in the blog post. And since many game dev studios are doing both Unity and UE, it's logical to have Rider as our main Game Development offer, so we brought C++ and specific UE support to it. While CLion is focused on the general native cross-platform stack, Rider is a popular Game Dev IDE in the Unity world (and it also supports Godot). And it's often not about one specific programming language but about the technological stack used on the project. However, the modern development world is multi-language. CLion is indeed our main offer for C++ development, including cross-platform C++, embedded, and other areas. ![]()
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