The issue is that it’s not yet out for 5.1 while the 5.1 is out already. I constantly see errors in my VS2022 due to this:
[2022.11.27-08.42.20:624][ 0]LogInit: Error: VisualStudioToolsCommandlet looked like a commandlet, but we could not find the class.
Command failed with exit code 1.
and
I’ve disabled CodeLens blueprint integration, but both errors still appear:
Does anyone know how to use VS2022 with UE5.1 without these errors?
What I don’t know is how to disable the integration on the Visual Studio 2022, so that I don’t get these error while the 5.1 version of the VS integration plugin is not yet released
I solved it by going to Visual Studio Installer → Visual Study Community 2022 → Modify - Individual Components → uncheck IDE Support for Unreal Engine.
I’m not sure if it is the correct solution, but worked for me.
you can pop over to the .uplugin file and adjust the versions that are supported, and that will probably allow you to rebuild it and it will work. This error may also occur if you have manually brought it in by copying it from a marketplace install to a source install, but don’t have it in the right directory.
In the Questions section of the Marketplace plugin page, Microsoft said that the reason 5.1 is taking them so long is that they want to address the user complains of poor performance on larger projects with many blueprints before they release it. So even if it worked when recompiled, I still think it’s a good idea to wait for the official 5.1 version
At the same time, it is quite frustrating that the plugin release is not synced with engine release, as the UE IDE support seems to come with VS by default, so this breaks the precedent of things always working at least reasonably well out of the box
Can confirm, it’s sort of prototype-y at the moment. I’m the one who commented on that page that you could pull it out of a Marketplace install, and build it yourself… and it… works? after fixing many errors. But for what it does, spending an hour or more at startup on a fairly sizeable commercial project, isn’t really the way. I think all it does is provide code-lens support that shows how many/what blueprints inherit from a specific code class. It’s… useful… but it’s not that useful. Although I really dislike Rider, Rider’s implementation of that works better. A LOT better.
I suspect Microsoft will get it there, though. And especially if they open source it, there’s probably a lot of really cool things that could be done . . . although I haven’t thought of them yet.
This seems to still be an issue with UE 5.1 - I’ve noticed this for some time but ignored as it wasn’t affecting my workflow but when I wanted to delete a C++ class recently read about the blueprint references on this blog from 2/13/23: Unreal Engine Integrations Now Available in Visual Studio 2022 - C++ Team Blog and was intrigued and then popped over here after saw it wasn’t working. I went to the marketplace and re-installed it for UE 5.1 with no luck.