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aquasilver
New Member
Japan
2 Posts |
Posted - Feb 12 2024 : 05:00:48 AM
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I am using Unreal Engine 5. The UE5 source code comes from a GitHub source code download. The UE5 source code is located on the E drive. In order for Visual Assist X to recognize UE5, I have created a junction point link in the following folder, which has been mentioned in other topics. "c:\Program Files\Epic Games\"
In my Visual Assist X, when I open the UE source code from Open File in Solution (Shift+Alt+O), the file opens with the C drive path. However, when I open a file from Find Symbol (Shift+Alt+S), the file opens with the path to the E drive.
Visual Studio will be in the state of opening two files.
I tried Rebuild and Clear from the Performance menu in Visual Assist Options, but it did not help.
Can I open the file with the correct file path from Find Symbol?
VA_X64.dll file version 10.9.2502.0 built 2023.09.07 DevEnv.exe version 17.7.34202.233 Community msenv.dll version 17.0.34202.158 Comctl32.dll version 6.10.19041.3636 Windows 10 10.0 22H2 Build 19045.3930 16 processors (x86-64) Language info: 932, 0x411 |
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feline
Whole Tomato Software
United Kingdom
19020 Posts |
Posted - Feb 12 2024 : 07:10:35 AM
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That is really strange, VA should be using C drive for the path from both dialogs, and is doing so for me. When you run the Unreal Engine editor, what path do you run it from? Are you running it via the junction point, so launching it as if it was built and located on C drive, or are you running it from E drive?
I have found that the Unreal Editor picks up its launch path, and uses this when updating the generated Visual Studio solution and project files. So if you are launching the editor from E drive this could help to explain what is happening here.
Are you using code based off of UE 5.3, or a different version? I can try looking for the Visual Studio project locations to see which files to check, to see if they are using C or E drive paths. |
zen is the art of being at one with the two'ness |
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aquasilver
New Member
Japan
2 Posts |
Posted - Feb 12 2024 : 10:30:08 AM
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I am using 5.2.1.
UnrealEditor.exe runs from Visual Studio.
I start Visual Studio with the following process
1. run the bat file that creates the solution I created on the E drive. call "c:\program files\epic games\UE_5.2\GenerateProjectFiles.bat" -projectfiles -project=e:\projects\sample\sample.uproject -game - progress -NoIntelliSense 2. run e:\projects\sample\sample.sln
Again, I did a clear and rebuild and the problem was solved. I may have done something wrong in the rebuild in my first post, because the parse of Visual Assist X was only done for a short time. This time I found that a full parse took place.
I apologize for the inconvenience. |
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feline
Whole Tomato Software
United Kingdom
19020 Posts |
Posted - Feb 12 2024 : 11:30:13 AM
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Really not a problem, I am here to help with all sorts of problems, and odd problems with Unreal Engine can happen, just because it is so complex.
In case you haven't tried it yet, the latest VA build, 2511.0, should parse the Unreal Engine tree a lot faster when doing a VA symbol database. Not something that matters so much for small solutions, but UE isn't small. |
zen is the art of being at one with the two'ness |
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