Unreal Engine with CLion?

Hello guys

I was searching some topics that will answer that questions, they were little bit outdated so I want to ask that question again. Is it possible to somehow connect Unreal Engine 4(4.10.1) with CLion?

→ Why I want to use CLion and why not VS15? Well, I really don’t like the newest Visual Studio(2013 too) , It’s really slow and it is annoying me. I want to use better(for me) IDE. I like JetBrains products and CLion is fantastic C++ IDE.

If anyone know something about that topic, I would like to read it

Thanks,

I would love to see this also. I have read a bunch of stuff about getting it to work but it includes way to much special configuration and such to get running properly. Let me know if you find something?

I know it probably won’t ever be supported because epic has it’s lawful evil alignment and is in bed with microsoft and nvidia so its designed to break with everything else.

There is a plugin in CLion for Unreal Engine. Though it appears to be abandoned at this point :frowning:

You can use any text editor, all you need to do is use those commands:

X:\Location\Of\UnrealEngine\Engine\Build\BatchFiles\Build.bat ProjectNameEditor Win64 Development "X:\Location\Of\Project\ProjectName.uproject"

X:\Location\Of\UnrealEngine\Engine\Build\BatchFiles\Rebuild.bat ProjectNameEditor Win64 Development "X:\Location\Of\Project\ProjectName.uproject" -rocket

X:\Location\Of\UnrealEngine\Engine\Build\BatchFiles\Clean.bat ProjectNameEditor Win64 Development "X:\Location\Of\Project\ProjectName.uproject" -rocket

Replace “ProjectName” with project name and paths with proper paths. You can replace Development with Debug or other build type you see in VS. -rocket prevents to include engine from build, so if you got engine from source those commend wont rebuild or clean the engine code, it’s meaning less with build.bat, this option is required with launcher version of engine. The rest like include paths and stuff line that for extra IDE tools to work you need to set up manually, most impotent is include path so auytocomplete tools can scan for functions, direct it to Source directory of engine.

Note that you still need to have VS installed for compiler either way, UBT only knows how to use VS or CMake (not sure if you can make 2nd work on Windows)

For editor to use specific IDE you need a plugin for that