Is there a way to fix this so Resharper knows about all the UE classes and types? If so, how do I have to set my project (or Visual Studio) to accomplish this?!
I see. Hopefully, ReSharper can be used with UE somehow, too. It’s cheaper than VAX and I used it for C# already where it is a blessing. But as the C++ support is still in its infancy, I guess it might take awhile to figure it out.
Don’t get me wrong, I love JetBrains’ products. However, AppCode doesn’t handle the size of the engine well (I have a bug filed with them), so I am not surprised that the C++ version of Resharper would have issues with the code base. Hopefully, they’ll get it resolved and the AppCode issue I have reported.
Yeah, on the preview page for the C++ support they stated it will support code bases up to 40 MB before becoming very slow. But they aim to increase this size.
Before that, though, I need to tell ReSharper where to look for the Engine headers without haven the whole Code in Visual Studio so the Code Inspector knows the UE specific types.
I didn’t try it with the whole engine from GitHub yet, as I am just getting started with UE. I’m looking for a way to get it to work with my C++ Game Modules that magically knows about the UE engines’ headers. I guess the UBT takes care of resolving the includes?
So I need to somehow tell ReSharper to look at the same folder for the Engines’ headers to resolve the types. Is “\Epic Games\4.6\Engine\Intermediate\Build\Win64\Inc” the right folder to look for the headers used by UBT when compiling from Visual Studio?
I just installed Resharper C++ 1.2 from the early access program ( https://confluence.jetbrains.com/display/ReSharper/ReSharper+10+EAP) which their bug tool claims to have some fixes for, but it is still not in tip top shape. I’d recommend going to the issues site there and voting for fixes - their products are generally great and it’d be nice to see it work better with Unreal.