Working with UE4 Projects
When you open an Unreal Engine project, ReSharper will automatically adjust all its features and actions so that they take into account the different aspects and conventions of Unreal Engine. For instance, auto-import and code analysis will respect includes of .generated.h files.
Most of ReSharper's UE features work unintrusively in the background but there are a few described in this topic, that provide some actions and configurations.
Before you start
If you have not already done so, make sure your Visual Studio copy is set up to work with an Unreal Engine project — here are detailed instructions in the Unreal Engine documentation.
At the very least we recommend that you disable Visual Studio squiggles as they often produce false positives in Unreal Engine projects — go to Disable Squiggles or Disable C++ Code Analysis Experience to True.and set
Indexing Unreal Engine code
You can start typing or navigating through your UE4 project seconds after you open it because by default, indexing of the engine code (which constitutes the major part of a project) is performed in the background after non-engine code is parsed.
You can configure how the engine code is indexed on the page of ReSharper options (Alt+R,,O): you can disable the background indexing in case you want to have all engine code indexed before you start, or if you notice any performance degradation, you can disable the indexing altogether by clearing the Index Unreal Engine source files.
When the indexing is enabled, you will have a number of features. For example, use any symbols from the engine and ReSharper will automatically add missing #includes, or find usages of engine classes — for example,
TArray<T> — in the engine's code and study how they are used there.
If the indexing is disabled, ReSharper will still index header file names, which is very fast but it will let you have code completion for includes, for example,
#include <unreal/SomeClassFromUnreal.h>. Once you include a header, its code will be indexed automatically, so you will have code completion and analysis for symbols from the included header.
Unreal Engine naming conventions
When developing UE4 projects, you are probably using Unreal Engine coding standard. ReSharper detects UE4 projects and automatically uses the UE4 naming convention rules when generating and analyzing code in these projects.
Unlike the default naming ruleset, which you can configure on the page of ReSharper options (Alt+R,,O), Unreal Engine naming conventions are not configurable. ReSharper uses special code inspections to detect violations of naming rules according to the Unreal Engine coding standard. These inspections suppress the current naming ruleset in UE4 projects. If you want to change the severity level or disable these inspections, you can find them under on the page of ReSharper options (Alt+R,,O). You can also see the corresponding warning and will be able to disable the UE4 naming inspection on the Code Editing | C++ | Naming Style when a UE4 solution is open:
UE4 reflection specifiers
ReSharper supports Unreal Engine reflection macros such as
UENUM, and so on, which are used to emulate reflection that is missing in the C++ language. These macros will be resolved and you will get completion suggestions for them even if your Unreal Engine project is not built.
Quick Documentation (Ctrl+Q) and summary tooltips in code completion are also available for reflection macros.
UE4 remote procedure calls support
When analyzing your code, ReSharper identifies UE4 remote procedure calls (RPCs) by
NetMulticast specifiers in the
UFUNCTION declaration statements.
ReSharper checks whether UE4 RPCs have the corresponding required
_Implementation functions and will highlight the RPC if at least one of them is not found. You can press Alt+Enter on the highlighting to generate the missing implementation stubs.
In the example above, the
_Validate function is missing and ReSharper will generate the following stub for you:
From RPCs, you can jump to their
_Implementation functions from the Navigate To Ctrl+Shift+G popup, or from the Alt+Enter menu as shown on the screenshot above.
It also works for BlueprintNativeEvent: when the corresponding specifier is passed in
UFUNCTION, ReSharper can generate an
_Implementation function for you, as well as navigate to it from the declaration.
In addition to hundreds of code inspections that check general aspects of C++ code, there are some inspections that are specific to Unreal Engine projects.
Unreal Engine (6 inspections)Inspections in this category are specific to C++ code of Unreal Engine projects.
|ID||EditorConfig property||Default severity|
|Inconsistent UE4 Naming|| || ||Hint|
|Inconsistent UE4 UClass Naming|| || ||Error|
|Non-UProperty object member can be garbage collected at any time|| || ||Warning|
|Objects stored in non-uproperty member can be garbage collected at any time|| || ||Warning|
|UFUNCTION macro call before declaration has no effect|| || ||Warning|
|UPROPERTY macro call before declaration has no effect|| || ||Warning|