I have programmed assembler for 6502, 68000, went on to c++ and have worked with C#/Net now for 20+ years. I am back to the passion of game dev and I just want some input from those of you who are much more experienced in the environment of UE.
I know everything about the greater things in UE, mastering everything from creating materials and shaders, through translating animation rigs, doing advanced C++ and blueprints. But am I alone thinking that something is SERIOUSLY flawed in the integration with UE and Visual Studio?
I have have never in my career spent so much time in “recovery” because of manual interference in a specific file. Everything has to be UE-style when working with C+±files apparantely. Why is this? It is so time-consuming
AI has its explanations, but I would like to hear comments from you, real people working in this environment daily. Am I doing something fundamentally wrong hitting these annoyances?
I do understand the concept of how to work from UE with C++, but sometimes it truly conflicts with how I would normally quick-fix something
Any tips and hints to make the C+±experience less painful in UE would be much appreciated.
I will give a quick question as example: I have a class which I just need to change type on a variable. In VS I do this, and then UE wont even open my project, because I worked this out outside of its “realms”. The solution given by AI is to delete folders x, y, z, rebuild and hope for the best. That is not a solid reliable way of handling source. So why hasn’t Epic managed to keep up to modern ways of handling sourcecode?
Apart from this really annoying thing, just loving UE 5.8 of course