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ridersourcecodeaccess's Introduction

official JetBrains project

Description

RiderSourceCodeAccess is a plugin for Unreal Engine, available through Marketplace page that will add an option to select "Rider for Unreal Engine" as your source code editor in Unreal Editor.

Functionality

  • Adds the option to select "Rider for Unreal Engine" as your IDE of choice in Unreal Editor.
    • You can select a specific version of Rider (e.g. Rider xxx.xx.xx) or,
    • Use the latest version of Rider that’s available on your workstation by selecting Rider option or,
    • Use experimental version of .uproject based project model in Rider that is available starting with UE 4.26.1 and Rider for Unreal Engine 2021.1.
  • RiderSourceCodeAccess looks for Rider's in the next places:
    • Under JetBrains Toolbox installation folder;
    • Windows only: Rider's registered in Windows Registry;
    • MacOS and Linux: using mdfind utility with "kMDItemKind == Application" pattern;
    • Manually installed Rider's. You can specify path to manually installed Rider in "RiderSourceCodeAccess\Resources\RiderLocations.txt" file.

Example of dropdown box with Rider for Unreal Engine

How to add this plugin manually (not recommened)

How to add to Game project

  1. Get the source code of the main branch;
  2. Unzip RiderSourceCodeAccess.zip to RiderSourceCodeAccess folder;
  3. Copy RiderSourceCodeAccess folder to {GameProjectRoot}/Plugins/Developer; a. If {GameProjectRoot}/Plugins/Developer does not exist, create it;
  4. (For Windows and .sln project model only) Re-generate solution files - uproject file > context menu > Generate Visual Studio project files;
  5. Build UE project using Rider (or any other IDE that you've setup for your OS);
  6. Start Unreal Editor;
  7. Edit > Editor Preferences ... > General > Source Code > Source Code Editor;
  8. Select Rider from drop down list. NB: only Rider with C++ plugins will be available from drop down list.

How to add to Engine project

Unreal Engine is built from source code

  1. Get the source code of the main branch;
  2. Unzip RiderSourceCodeAccess.zip to RiderSourceCodeAccess folder;
  3. Copy RiderSourceCodeAccess folder to {UnrealEngineRoot}/Engine/Plugins/Developer; a. If {UnrealEngineRoot}/Engine/Plugins/Developer does not exist, create it;
  4. (For Windows and .sln project model only) Re-generate solution files - uproject file > context menu > Generate Visual Studio project files;
  5. Build UE project using Rider (or any other IDE that you've setup for your OS);
  6. Start Unreal Editor;
  7. Edit > Editor Preferences ... > General > Source Code > Source Code Editor;
  8. Select Rider from drop down list. NB: only Rider with C++ plugins will be available from drop down list.

Unreal Engine is downloaded from Epic Games Store

  1. Get the source code of the main branch;
  2. Unzip RiderSourceCodeAccess.zip to RiderSourceCodeAccess folder;
  3. Copy RiderSourceCodeAccess folder to {UnrealProjectRoot}/Plugins/Developer; a. If {UnrealProjectRoot}/Plugins/Developer does not exist, create it; 4.(For Windows and .sln project model only) Re-generate solution files - uproject file > context menu > Generate Visual Studio project files;
  4. Build UE project using Rider (or any other IDE that you've setup for your OS);
  5. Move RiderSourceCodeAccess folder from {UnrealProjectRoot}/Plugins/Developer to {UnrealEngineRoot}/Engine/Plugins/Developer;
  6. Start Unreal Editor;
  7. Edit > Editor Preferences ... > General > Source Code > Source Code Editor;
  8. Select Rider from drop down list. NB: only Rider with C++ plugins will be available from drop down list.

ridersourcecodeaccess's People

Contributors

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ridersourcecodeaccess's Issues

It would be nice with some documentation what this plugin does

Just some feedback for your consideration:

  1. Why should I add it, what functionality does it enable?

  2. How does it differ from RiderLink that the IDE installs? And why is this a separate plugin?

  3. The description for this project is

     Plugin for UE4 to user Rider for Unreal Engine as code editor
    

    I think the correct title should be

     Plugin for UE4 to use "Rider for Unreal Engine" as code editor
    

    And maybe expand on what you mean with "as code editor" (see point 1).

  4. The README.md lists three different ways to install the plugin but does not really explain what the difference is here, what does an "Engine project" refer to? I assume you mean: "Installing the plugin globally in the engine instead of per project". And if that is the case, there is no difference in file structure when compiling the engine from source vs downloading the binaries, both have the Plugins folder under the Engine folder so no need to differentiate between a engine compiled from sources vs the binaries downloaded from the store.

Cheers!

Unreal Engine 5 - Mac Support

Hey guys, I have problem about integration UE5 to Rider. I can't see that "Rider Source Code Access" plugin in the plugins window. How can I get it for MacOS?

RiderSourceCodeAccess makes UE crash on launch when...

If you have multiple version of Rider install in Toolbox some weird paths are added to InstallInfos causing the editor to crash on launch.

In my case I had Rider and Rider Early Preview installed in Toolbox. On Windows, but only regular Rider on Linux. Which made me think something was funky in my Registry but after an evening debugging the issue I finally tried to only keep regular Rider installed and ditched Early Preview and the crash was gone.

I'm not sure what's going on there to be honest.

Any plans to fix issues with Linux support?

Came to this repo because I'm having difficulties getting Rider working with Unreal, and I have noticed that there are a few outstanding issues with the same problem: #17 for example.

Rider is not showing up as an option in the source code dropdown. I have attempted a few things so far to no avail. The plugin in engine is installed, and I have found and added the direct path to Rider in the RiderLocations.txt.

Currently running Unreal 5.4.2 and JetBrains Rider 2023.2.2. What might be the next step to get this working?

image

image

image

image

Open in Rider causes segfault on linux

It looks, like rider path search is not yet perfect. I've modified code a bit to check what is going wrong.
The following code prints

.... ExecutablePath: /home/fexolm/.local/share/JetBrains/Toolbox/apps/Rider/ch-0/221.3427.104/bin/rider.svg

(I don't think, that svg is expected executable path here).

The code:

   27     return HandleOpeningRider([this, &Params, &FilePaths]()->bool
   26     {
   25         UE_LOG(LogRiderAccessor, Warning, TEXT("Opening files (%s) failed. Params: %s, ExecutablePath: %s"), *FilePaths, *Params, *ExecutablePath);
   24 
   23         return false;
   22 
   21         FProcHandle Proc = FPlatformProcess::CreateProc(*ExecutablePath, *Params, true, true, false, nullptr, 0, nullptr, nullptr);
   20         const bool bResult = Proc.IsValid(); 
   19         if (!bResult)
   18         {
   17             UE_LOG(LogRiderAccessor, Warning, TEXT("Opening files (%s) failed."), *FilePaths);
   16             FPlatformProcess::CloseProc(Proc);
   15         }
   14         return bResult;     
   13     });

Rider 2023.1.3 + Unreal 5.2.1 + Ubuntu 22.04

Finally I'm able to launch Rider from Unreal 5 Editor by editing Rider's path in RiderLocations.txt. However, when rider tries to load the .uproject file and showing "load filed". My question is does Rider even support Unreal engine 5 game dev in linux currently?

Build fails with the latest master branch on UE 4.27 on Linux by pulling in some Windows headers

0>Fixing inconsistent case in filenames.
0>Setting up Mono
0>Running command : Engine/Binaries/DotNET/UnrealBuildTool.exe MamadouArchivesEditor Linux DebugGame -buildscw
0>Using 'git status' to determine working set for adaptive non-unity build (/home/mamadou/dev/MamadouArchives).
0>Building MamadouArchivesEditor...
0>Performing 8 actions (16 in parallel)
0>[1/8] Compile Module.LiveCoding.cpp
0>[2/8] Link (lld) libUE4Editor-RiderSourceCodeAccess.so
0>In file included from /home/mamadou/dev/MamadouArchives/Engine/Intermediate/Build/Linux/B4D820EA/UE4Editor/Development/LiveCoding/Module.LiveCoding.cpp:2:
0>In file included from /home/mamadou/dev/MamadouArchives/Engine/Source/Developer/Windows/LiveCoding/Private/External/LC_API.cpp:4:
0>In file included from /home/mamadou/dev/MamadouArchives/Engine/Source/Developer/Windows/LiveCoding/Private/External/LC_ClientStartupThread.h:6:
0>In file included from /home/mamadou/dev/MamadouArchives/Engine/Source/Developer/Windows/LiveCoding/Private/External/LC_Thread.h:6:
0>In file included from Runtime/Core/Public/Windows/WindowsHWrapper.h:7:
0>/home/mamadou/dev/MamadouArchives/Engine/Source/Runtime/Core/Public/Microsoft/WindowsHWrapper.h(11,14): Error  : 'Microsoft/WindowsHWrapperPrivate.h' file not found
0>    #include "Microsoft/WindowsHWrapperPrivate.h"
0>             ^~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
0>ld.lld: Error  : undefined symbol: FOptionalSize::Unspecified
0>>>> referenced by SlateStructs.h:17 (Runtime/SlateCore/Public/Types/SlateStructs.h:17)
0>>>>               /home/mamadou/dev/MamadouArchives/Engine/Plugins/Developer/RiderSourceCodeAccess/Intermediate/Build/Linux/B4D820EA/UE4Editor/Development/RiderSCA/Module.RiderSCA.cpp.o:(FNotificationInfo::FNotificationInfo(FText const&))
0>clang++: Error  : linker command failed with exit code 1 (use -v to see invocation)
0>1 error generated.
Build failed at 4:58:41 PM 

Unclear readme and only 4.20 version

Hello!
I would like to try Rider out with UE but I didn't manage to get it set up.
I find this piece of doc quite confusing as to what exactly I should copy where:

Copy RiderSourceCodeAccess folder:
    Engine from sources: to {UnrealEngineRoot}/Engine/Plugins/Developer or to {UnrealProjectRoot}/Plugins/Developer;
    Engine from Epic store: to {UnrealProjectRoot}/Plugins/Developer;

I fiddled around with it as I'm familiar with plugin development, and managed to get it "installed" as in it appears in the plugins list as enabled in UE4

Another thing that might be a problem is that I get a message

"The RiderSourceCodeAccess plugin was designed for build 4.20, attempt to load it anyway?"
I said yes, i said no, i tried manually editing the uplugin file but didn't manage to get it functional.
I am using 4.24.3 UE on Windows
Any ideas as to how I could try it out :)?

Thank you!

RiderSourceCodeAccess plugin crash in UE5 Preview 2

I have built UE5 Preview 2 from source on linux and the editor crashes on launch. If I remove the RiderSourceCodeAccess plugin, then it will launch successfully. However, this means rider is not an option when selecting the source code editor in unreal editor settings.

Stacktrace:

LoginId:38287d6f76a6da254c13ed915bb8db2c-000003e8

EpicAccountId:

Caught signal 11 Segmentation fault

libUnrealEditor-SourceCodeAccess.so!FSourceCodeAccessModule::HandleModularFeatureRegistered(FName const&, IModularFeature\*) [/mnt/ssd/Development/UnrealEnginePreview2/Engine/Source/./Developer/SourceCodeAccess/Private/SourceCodeAccessModule.cpp:156]

libUnrealEditor-SourceCodeAccess.so!TBaseRawMethodDelegateInstance\<false, FSourceCodeAccessModule, void (FName const&, IModularFeature\*), FDefaultDelegateUserPolicy\>::ExecuteIfSafe(FName const&, IModularFeature\*) const [/mnt/ssd/Development/UnrealEnginePreview2/Engine/Source/Runtime/Core/Public/Delegates/DelegateInstancesImpl.h:467]

libUnrealEditor-Core.so!TMulticastDelegate\<void (FName const&, IModularFeature\*), FDefaultDelegateUserPolicy\>::Broadcast(FName const&, IModularFeature\*) const [/mnt/ssd/Development/UnrealEnginePreview2/Engine/Source/Runtime/Core/Public/Delegates/DelegateSignatureImpl.inl:967]

libUnrealEditor-Core.so!FModularFeatures::RegisterModularFeature(FName, IModularFeature\*) [/mnt/ssd/Development/UnrealEnginePreview2/Engine/Source/./Runtime/Core/Private/Features/ModularFeatures.cpp:44]

libUnrealEditor-RiderSourceCodeAccess.so!FRiderSourceCodeAccessModule::GenerateUprojectAccessors(TArray\<FInstallInfo, TSizedDefaultAllocator\<32\> \> const&) [/mnt/ssd/Development/UnrealEnginePreview2/Engine/Source/./../Plugins/Developer/RiderSourceCodeAccess/Source/RiderSourceCodeAccess/Private/RiderSourceCodeAccessorModule.cpp:77]

libUnrealEditor-RiderSourceCodeAccess.so!FRiderSourceCodeAccessModule::StartupModule() [/mnt/ssd/Development/UnrealEnginePreview2/Engine/Source/./../Plugins/Developer/RiderSourceCodeAccess/Source/RiderSourceCodeAccess/Private/RiderSourceCodeAccessorModule.cpp:19]

libUnrealEditor-Core.so!FModuleManager::LoadModuleWithFailureReason(FName, EModuleLoadResult&, ELoadModuleFlags) [/mnt/ssd/Development/UnrealEnginePreview2/Engine/Source/./Runtime/Core/Private/Modules/ModuleManager.cpp:577]

libUnrealEditor-Projects.so!FModuleDescriptor::LoadModulesForPhase(ELoadingPhase::Type, TArray\<FModuleDescriptor, TSizedDefaultAllocator\<32\> \> const&, TMap\<FName, EModuleLoadResult, FDefaultSetAllocator, TDefaultMapHashableKeyFuncs\<FName, EModuleLoadResult, false\> \>&) [/mnt/ssd/Development/UnrealEnginePreview2/Engine/Source/./Runtime/Projects/Private/ModuleDescriptor.cpp:689]

libUnrealEditor-Projects.so!FPluginManager::TryLoadModulesForPlugin(FPlugin const&, ELoadingPhase::Type) const [/mnt/ssd/Development/UnrealEnginePreview2/Engine/Source/./Runtime/Projects/Private/PluginManager.cpp:1581]

libUnrealEditor-Projects.so!FPluginManager::LoadModulesForEnabledPlugins(ELoadingPhase::Type) [/mnt/ssd/Development/UnrealEnginePreview2/Engine/Source/./Runtime/Projects/Private/PluginManager.cpp:1658]

UnrealEditor!FEngineLoop::LoadStartupModules() [/mnt/ssd/Development/UnrealEnginePreview2/Engine/Source/./Runtime/Launch/Private/LaunchEngineLoop.cpp:4118]

UnrealEditor!FEngineLoop::PreInitPostStartupScreen(char16_t const\*) [/mnt/ssd/Development/UnrealEnginePreview2/Engine/Source/./Runtime/Launch/Private/LaunchEngineLoop.cpp:3469]

UnrealEditor!GuardedMain(char16_t const\*) [/mnt/ssd/Development/UnrealEnginePreview2/Engine/Source/./Runtime/Launch/Private/Launch.cpp:137]

libUnrealEditor-UnixCommonStartup.so!CommonUnixMain(int, char\*\*, int (\*)(char16_t const\*), void (\*)()) [/mnt/ssd/Development/UnrealEnginePreview2/Engine/Source/Runtime/Unix/UnixCommonStartup/Private/UnixCommonStartup.cpp:264]

libc.so.6!UnknownFunction(0x29fcf)

libc.so.6!__libc_start_main(+0x7c)

UnrealEditor!_start()

Unreal Engine 5 Linux No Rider in Source Code Accessor Dropdown.

Currently on Ubuntu with the latest Rider for Unreal preview install and rider.sh in is the PATH variable yet I can't find it in the drop-down for the SourceCodeAccessor settings in the editor settings. On a side not any ETA on when Rider for Unreal will get mainlined?

Unreal Engine 5 support?

I've installed the plugin in my project with UE5 early access but the option to select Rider as the default IDE doesn't show up in the editor's settings. Is there any way to make it work? Thankss
Ahh forgot to clarify I'm on linux!

Unreal Engine 5.0.1 LNK1104 Cannot open file UnrealEditor-[ProjectName].dll

When I'm trying to build the C++ code, while Unreal Engine is running it says this.
Of course when I close UE it works perfectly. But is there no option for building while UE is open? Do I have to use the UE interface for building? Will it be planned for the future?

image

picture for ref.

Thanks for any help.

No RiderSourceCodeAccess for Unreal Engine 5

There is RiderSourceCodeAccess for Unreal Engine 5 but rather only Unreal Engine 4 can you please update this plugin...
It has been a nightmare to intergrate Rider to Unreal 5!!!

Can't build a master branch of RSCA (Ubuntu 22.04.1 LTS / Rider 2022.2.3 / UE 4.27)

Hi, i'm trying to follow this instruction to solve issue with no Rider in the UE4Editor drop down menu. So I clone a master branch of the plugin and use rsync to copy plugin source code into UE4Engine folder.

So I follow the next steps:

  1. Clone UE4 source code from 4.27 branch
    image
    image
  2. Clone RiderSourceCodeAccess from a master branch
    image
  3. Remove plugin source code from engine ../Plugins/Developer/RiderSourceCodeAccess
  4. Copy plugin source code to engine from a master branch
    image
  5. Make UE4 StandardSet

And get the following linker error:

image

My current system is:

image

And I use the next Rider version (installed through Toolbox):

image

Does a master branch still support UE4 (4.27)?, What advice can you give?

No Rider in UE4.27

in editor source code dropdown
there is "Rider Uproject" and "Rider 255.5787...." no "Rider" in dropdown box
if i select one of them
if i double click C++ class in unreal engine content browser i got a message Rider loaded
but rider did not opened
I already used your RiderSourceCodeAccess in master banch but i can't fix it
i'm using macos

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