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 Goto Implementation, when declaration differs

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T O P I C    R E V I E W
OnlineCop Posted - Aug 10 2016 : 12:27:21 PM
The Unreal Editor does some specific name mangling with regards to its methods: a class might be defined as:
class AVoxelManager : public AActor
{
  bool LoadVoxels(int& OutVoxelsLoaded);
};

whereas the implementation of LoadVoxels would become:
bool AVoxelManager::LoadVoxels_Implementation(int& OutVoxelsLoaded) {...}
bool AVoxelManager::LoadVoxels_Validate(int& OutVoxelsLoaded) {...}

This mangling is consistent (always a _Validate and _Implementation suffix), but this messes with VAssistX's Goto Implementation (default: Alt-G) as the declaration differs from the definition(s).

Does Visual Assist X have something that lets a class method map to its counterpart which contains, perhaps, a user-defined list of suffixes (or prefixes)?
3   L A T E S T    R E P L I E S    (Newest First)
sean Posted - Mar 09 2017 : 12:15:02 AM
case=86215 is for improved Unreal Engine 4 support and is implemented in build 2210.
sean Posted - Aug 10 2016 : 9:30:26 PM
Feature request case=86215
accord Posted - Aug 10 2016 : 8:56:30 PM
Since Visual Assist don't know that the methods with _Validate and _Implementation suffixes are basically part of the same method, unfortunately alt+g will not work, and I don't see a way to configure it.

However, when you are over a declaration or at the call site, you can press ctrl+w to select the word (if this is your assigned shortcut to select the word), and then trigger the Find Symbol dialog (alt+shift+s), which will pick up the selected text and filter for the name immediately. I think this way it would be quicker to find what you are looking for. If you put a . (dot) before the method name and a _ (underscore) after it in Find Symbol dialog, it will only list the relevant methods for you.

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