Wrong default sln from content drawer in compiled editor

Hello,

We are using the Unreal Editor source code from a P4 repo to build the engine. (5.7.0-399)

We are working with Unreal Game Sync with the Sync Filter option “Generate minimal .uproject specific solution” checked.

This option create a smaller sln per project instead of a global one for the engine.

But if we open any .cpp/.h file from the content drawer, unreal try to open it inside the solution UE5.sln instead of OurProject.sln.

We cannot find any option in the editor setting to resolve this.

Do you have any suggestion about this ?

Steps to Reproduce
Enable the option “Generate minimal .uproject specific solution” from “Filter Option” in UGS.

Launch in UGS the “Generate Project files” to generate the sln.

Launch Unreal Editor from UGS

Open in the Unreal Editor’s Content Drawer and open any .cpp or .h file.

Notice the warning “Project file is not available. Generate project file?” in the window message.

I think it’s a editor preference settings that need to be change.

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If you need to deploy it to your whole team you can change the default value of the object in one of the .ini file for the editor. Example: “\Engine\Config\BaseEditorSettings.ini” for the whole engine. This can also be done on per project base by adding a config file in the project Example: “PathToYourGameFolder\Config\DefaultEditorSettings.ini”

Otherwise if need to debug the setup, I think putting a breakpoint in the function below would be a great start.

bool FVisualStudioSourceCodeAccessor::OpenSolutionAtPath(const FString& InSolutionPath)

Let me know if this doesn’t help you!

Hello

Thank you for your reply.

Your solution works with Visual Studio but our issue was coming from Rider.

The plugin read the PrimaryProjectName instead of the PrimaryProjectPath. With “Generate minimal .uproject specific solution” option enabled, the generated sln is located in the subfolder of the project which cannot be found with PrimaryProjectName.

I modified the Rider plugin directly to solve this issue.

Thanks again for your reply and have a good day.