I know that Unreal Engine officially supports Visual Studio Code for C++ development, and since Cursor is a fork of VS Code, I was wondering if it can be used in the same way. Is it possible to set up Cursor as the main IDE for Unreal Engine development? If so, how would I go about configuring it?
probably you want it for AI features. I don’t know what kind of mechanics you want to build but AI generally doesn’t correct and updated for UE5.
So, auto complete kind of stuff is not good.
I suggest you to use GitHub CoPilot. You can train your copilot instance with your projects and get better results. Btw. You will use Visual Studio. For C/C++ it is much better. Especially when you want to build and integrate 3rdParty libraries.
you can use it to edit code, but it cannot build a Project due to some licence thing where only Visual Code has the licence but not Cursor.
there is some super long way to try and change many things to get it to build, but in the end I decided to wait and see if its just natively implemented.
If you have both Visual Studio Community Edition (the “OG” real visual studio) and some other editor installed, you can map the “build” command in your other editor (be it vim, notepad, or cursor) to run “msbuild” on the solution or project in question.
This lets you edit in the editor of your choice, and build using the regular visual studio tools. If you’re lucky, your editor of choice will also have an error parser for the output of the MS compiler, so it can jump to the location of errors.
This setup is manual and varies based on what your editor is, but you can get to a “working” setup. Depending on the strength of your other tool, this may or may not be a “good” setup.