ML_Umberto_Carletti
Junior Member
 
14 Posts |
Posted - Apr 29 2025 : 03:37:53 AM
|
I think it would be OK to support the two main project structures proposed by epic https://dev.epicgames.com/documentation/en-us/unreal-engine/managing-game-code-in-unreal-engine At the moment you fully support the "Foreign Projects" installation type. You could add support for "Native Projects" setup. We use that one and probably all major studios do as well. Following Epic guide lines, maybe it would be enough to look for "Engine" in the path, and an option to specify if is Native/Foreign projects. This way we can choose if look for the engine dir in "C:\Program Files" or ".\<projectroot>\Engine"
As for VA not picking up symbols, I think that since it takes roughly 2 mins for a full DB rebuild, if I start doing stuff like compiling while VA is still scanning, some symbols never get scanned until I manually open the file containing them. As I mentioned in the other comment I don't have exact repro steps. |
 |
|
feline
Whole Tomato Software
    
United Kingdom
19170 Posts |
Posted - Apr 29 2025 : 08:56:48 AM
|
Interesting link, and that should make locating the engine easier, at least some of the time.
For VA missing symbols, do you remember any of the cases when this happens? I am wondering if its a "predefined" symbol, one that will show up if I simply download the raw UE source code, or a symbol generated from compiled code, including the UE pre-compiler. A "simple" theory here is files that appear after we have generated the list of files to parse, so we don't know to parse them until you manually open the files.
I have never noticed this happening, but I don't work in UE, I simply go digging in it when someone reports a problem. |
zen is the art of being at one with the two'ness |
 |
|