OK, sadly, it seems the window causing this issue is not from the UnrealVS plugin but instead from something internal to VS2022 itself, none of my breakpoints were hitting upon the output activate calls when running my experimental instance. So I hope Microsoft fixes this annoying issue…
Hmm too bad.
I did notice a feedback page here, you might give that a try>
Your discovery helped me.
Thank you.
This is by far the most annoying thing I’ve seen in a long while. Holy cow.
Hey all, has anyone found a solution for this? I’m on VS 2022 and this is still a huge problem: the Unreal Engine Integration continues to frequently steal both VS focus and change to itself. I would like not only to prevent the focus change, but also that the Build Output is the one to remain shown.
Is there e.g. any way to prevent Unreal Engine Integration to even be part of the Output list?
I am also seeing this. Was there a regression? Microsoft claims to have fixed this at one point.
For anyone still dealing with this, I had success with setting both options under Tools → Options → Unreal Engine → Code Analysis to “false”
THANK YOU! It’s unfortunate that the only way to fix this is to disable the whole feature but at least now I can write more than five lines of code before being interrupted.
I agree, there seems to have been a regression on Microsoft’s end because this was not happening for me on VS2022 until I installed the latest updates.
2025 Things haven’t changed a bit. Same issues UE 5.5.4 and latest Visual Studio.
I’d like to add another issue with the Unreal Integration which seems unsolvable:
It automatically adds a newline between UPROPERTY / UFUNCTION macros where (sometimes) it displays the count of blueprint references. As you can see this “newline” space where something is supposed to be injected is not counted as an actual editable text line.
Besides that it just doesn’t work most of the time, I just can’t see if I added / am missing a newline where they are supposed to be if my entire UI is bloated with fake newlines.
Besides, who cares if there are 0 blueprint references? why show it? Why show the references at all? Just add a new window for it, a reference viewer… Do they even want us to use their products?
Disabling UHT scanning of .h does not fix the layout issue. (you need to uncheck a bunch (or all) settings on the Unreal Engine category of VS settings) I don’t know at this point what effect it would have to uninstall UE integration alltogether (what will it break this time).
A few times I have spotted header files were actual newlines had been injected between macro and function / macro and property, which I will blame this integration tool for as well. I am VERY precise when editing my headers and always use the same layout design.
Perfect, that fixed the issue!
For me, updating the VS to the newest version fixed the problem.
https://developercommunity.visualstudio.com/t/Unreal-Engine-Integration-Output-tab-ste/10849944