# Neovim as Source Code Editor

**URL:** <https://forums.unrealengine.com/t/neovim-as-source-code-editor/645742>\
**Category:** Plugins\
**Tags:** unreal-engine, UE5-0, Plugins\
**Created:** [September 10, 2022, 12:57pm UTC](https://forums.unrealengine.com/t/neovim-as-source-code-editor/645742 "2022-09-10T12:57:49Z")\
**Posts on this page:** 1\
**Showing post:** 9

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**Author:** ![dzemzmcdonalda](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/dzemzmcdonalda/32/1214680_2.png) [@dzemzmcdonalda](https://forums.unrealengine.com/u/dzemzmcdonalda)\
**Post date:** [September 3, 2024, 11:20pm UTC](https://forums.unrealengine.com/t/neovim-as-source-code-editor/645742/9 "2024-09-03T23:20:41Z")

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Do you have a proper `compile_commands.json` database? @chuckie.meister  
`clangd` needs it in order to diagnose your code correctly.  
You can check how it’s done here:

> [@Get compile\_commands.json](https://forums.unrealengine.com/t/get-compile-commands-json/433389/18):
>
> I can confirm this works on my side, although I also have some problems (mentioned down below). Here’s how I make it happen: Make sure your project is actually built with the build tool. Without it you’ll get warnings due to missing UHT-generated code. Generate compile\_commands.json with Build.sh. In my case my project is called Tlob, so I use TlobEditor module, Linux target (for Windows, it’s Win64), and DebugGame configuration (default would be Development), but you gotta adjust those for y…

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