But with or without plugins, the VS editor would often run into performance issues. Before adopting Rider, we used Visual Studio, either vanilla or with Visual Assist or ReSharper C++. A third of them are using Rider for UE, and the others are working in various versions of Visual Studio. How many developers are involved in the project? What are some of the main tools they’re using? And this is where Rider for Unreal Engine saves the day!
It’s tough to work with code that’s wrapped with so many macro definitions, which are virtually meaningless from the standpoint of the language itself. When using code editors, the UE reflection mechanism usually presents the biggest challenges. The main game logic is stored in the shared module. We have two mono repositories, one for the game itself and one for the engine. We’re making heavy use of the Unreal Engine reflection mechanism, as well as C++ template metaprogramming. How is the project organized? What technologies are you using?Īs I said, the project is written in C++ and built on Unreal Engine. I don’t think we’ll move this project to Unreal Engine 5, as that version has different rendering and migrating to it could have possibly resulted in us having to redo all the game art we’ve already created. We’re developing the game in C++ and using Unreal Engine 4.26 for now, but gradually migrating to 4.27. What I can say is it’s a Sci-Fi, session-based, third-person shooter.Īnd you’re using Unreal as the game engine? We haven’t announced the title yet, so I cannot tell you much about it because of NDAs. Hi Viacheslav! Could you please tell us about the project you’re working on? What kind of game is it?