Getting VS2015 to work

I have as of yet to get VS2015 to work with UE4. The problem is both that intellisense causes chunks of code to error out, and that it is very slow. To mitigate the issue I am using VS2013 but even that isn’t full proof. I have already followed the (out of date) tutorial on how to set up Visual Studio for programming with UE4 and no luck. As such, I would like to know just what is going on with Visual Studio 2015, this isn’t me trying to build the source, this is trying to use it out of the box, and being unable to.

Thats issue of IntelliSense with UE4 and VS2013 has the same problem.

  • 1.UE4 use custom build system (UBT) which VS don’t know how to interact
    with other then order it to build
  • 2.UE4 generates code with UHT an use other tricks to make things work
    toghther and Intelisense is sometimes
    confused with it (it main cause of
    false errors)
  • 3.When you work on plug-ins, the code in plug-in code always gives lot of
    errors in Intellisense but builds
    normally (but this might be solved
    somehow, never tried it)
  • 4.UE4 is huge and when Intellisence decides to rescan it for some reason
    it takes a long time
  • 5.Also Error List is broken with UBT, relay on Output log insted

I personally switched to CodeLite, but mainly because Intelisense taken too much memory to have comftible work, now i only use VS for debug with Intellisence fully disabled. CodeLite has auto-complete, it not always work and it does not work with Slate widget construction (SNew(…)) but it a hell lot of faster. I know there was also (paid) plugin that made auto-complete faster in VS but i forgot the name

The paid plugin you’re referring to is Visual Assist, not much of an option for me. I was trying to use qt-editor however I cant seem to find the right build anymore for the tutorial on setting it up.

You can use any editor, you just need this command to build:

X:\Path\To\UE4\Engine\Build\BatchFiles\Build.bat ProjectNameEditor Win64 Debug “X:\Path\To\Project\ProjectName.uproject”

Replace ProjectName with the project name

You can replace Build.bat with Rebuild.bat and Clean.bat

In ProjectNameEditor the “Editor” (i think i never tried that) can be changed with “Server” or “Client” or without which will build normal build of the game without editor

Debug can be replaced with other build Development, Shipment etc.

Ofcorse you still need VS installed as UBT will use VS compiler

As for auto-complete, that depends on editor, you need to direct it to engine header files in Source directory

Any way i could get you to show how to set up codelite on windows machine for UE4?