I am an emacs user and am trying to get emacs and clangd work with Unreal Engine Code. I have used UBT to generate the compile-database with the argument
I run emacs and clangd in Windows Subsystem for Linux (WSL). Though clangd could parse the compile-database file correctly, it seems that it still need something else to compile the code. In the log of clangd I could find something like this:
I[22:35:10.483] Indexed /mnt/d/workplace/UnrealEngine/Engine/Source/Runtime/RenderCore/Private/RayTracingInstanceCopyShader.cpp (23607 symbols, 77274 refs, 469 files) I[22:35:10.490] Failed to compile /mnt/d/workplace/UnrealEngine/Engine/Source/Runtime/RenderCore/Private/RayTracingInstanceCopyShader.cpp, index may be incomplete
As a result, I cannot take advantage of the full functionality clangd provides. It can’t find definitions of some symbol. To be more specific, clangd could not find definitions for most of the symbols in a header file. It works for symbols in some simple structs at the beginning of the header. However, it failed to find definitions for everything else in the file. For example, in the file
PlayerCameraManager.h, clangd could find definitions for the struct
FMinimalViewInfo, but it could not find definition for
AActor which appears as the base class of
I am not sure this is a problem of the compile-database file which is produced by UBT, or it is a problem of clangd. Since we can already compile Unreal Engine using Clang, I suppose clangd could also parse Unreal Engine source code. I hope someone in the Unreal community could help me with that since I have no knowledge about programming language, compiler and Language Server Protocol (LSP), but I really want to combine these powerful tools: emacs, LSP, clangd and Unreal Engine.