I have not used codelite, but I can guide to configure QTCreator.
If using QT-Creator then set editor preference > code editor > null source code access
- Could you rename the Unreal Projects folder to UnrealProjects as it might cause problem in the future (Not an issue here, but can cause potential issue when zipping project and running some other stuff)
- Then generate the project again by right clicking and selecting “Generate Project Files”
- make some edit on the source files to so that it re-compiles!
- open a console and try to compile the project with code in 5. (just for testing)
- /home/jorgecg/UnrealEngine5/UnrealEngine-ue5-early-access/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool Linux Development -TargetType=Editor -Progress -Project=“/home/jorgecg/Documentos/UnrealProjects/Xtype/XType.uproject” -j$(nproc)
- If it compiles then set the same configuration in the QTCreator projects>Build. Override/bin with UBT location ( /home/jorgecg/UnrealEngine5/UnrealEngine-ue5-early-access/Engine/Binaries/DotNET/UnrealBuildTool/UnrealBuildTool), and for make arguments give the rest ( Linux Development -TargetType=Editor -Progress -Project=“/home/jorgecg/Documentos/UnrealProjects/Xtype/XType.uproject” -j$(nproc) ).
PS: steps 5-6 are hacks for a bug in UE5-EarlyAcess and UE5-main which was reported by NachoMonkey2 (fix).
In future ignore 4-5-6. and instead use $make project from console or from QT creator click build (using qmake).