Tips for creating games with Unreal Engine 4 in CLion

C++ game development is strongly linked with Unreal Engine 4, one of the most popular and widely spread C++ game engines. It is no surprise that we are getting lots of requests about UE4 setup within CLion. In this blog post we’ll share our own experience along with a couple of tips and useful links.

*Upd* This post is valid for UE4 v4.18 and less. v4.19 has an integration in UBT to generated CMake out of it directly, but not all the PRs have been accepted for now, so it’s currently broken. When the things work, we’ll update the post. Sorry for the inconvenience.

Background

The story started some time ago when one of our team members decided to try UE4. As you may know, CLion relies heavily on CMake project model, so it was crucial to get a CMake-based UE4 project. The official Linux-only CMake generator for UE4 projects had existed for some time, but it wasn’t perfect and more importantly, limited to Linux. Philipp Smorygo from the AppCode/CLion team investigated the source of this problem and contributed to Unreal Engine repository with his CMake + UE4 changes. You can read about his experience in his own blog.

While this approach worked, it still brought lots of performance problems. Mostly because the CMakeLists.txt used add_custom_target() commands for nearly everything, making it impossible for CLion to understand the project structure correctly. Also, with this approach CLion has to index and build symbols for the entire engine sources, not just necessary headers and source files, which leads to high CPU usage and really long initial project indexing stage.

Recently we found out some good work had been done by the community and decided to give UE4 another try. And guess what, things are much simpler now! There is even a 3rd-party plugin (thanks to our users!) that creates a fully flushed out CMakeList file for use with CLion, adding intellisense, compiler definitions, etc.

Setup

Short instructions on how to get started with UE4 in CLion:

  1. Get the engine
    • Register at Epic Games and download the Epic Games Launcher.
    • Run it and let it download all the necessary Unreal Engine 4 binaries for you.
    • Create or open your project with UE4 Editor to generate an *.uproject file.
  2. Get Mono
    • Download and install Mono to be able to launch on Linux and macOS.
  3. Get CLionSourceCodeAccess plugin for UE4
    • Download the plugin sources from GitHub.
    • Follow the instructions on the plugin’s wiki to setup the plugin. After the plugin is built, you’ll need to provide paths to C/C++ compilers, CLion itself and Mono:
      plugins_settings

      Then you can set it up as source code accessor:
      general_settings

  4. Now simply call Open CLion from the UE4 Editor menu. CMake project structure will be generated for you automatically on this step.
    open_clion_menu

Now you can use CLion for your UE4 project and enjoy all of its features!
ue4_nav

Plugin also generates custom targets for building and cleaning your game. Fake target is added for CLion needs to make all the intellisense possible.

Unreal Engine 4 SDK Support plugin

If you write games with UE4 in CLion, you may also find useful an Unreal Engine 4 SDK Support plugin from Philipp, our team member. To install it, go to Preferences/Settings | Plugins and Browse repository to search for it:
ue4_plugin

The plugin adds extra completion options for reflection specifiers, which CLion is unable to provide by default:
ue4_completion

Performance and known issues

Our experience shows that initial indexing time is acceptable, as the CMake project model generated this way allows CLion not to index and build symbols for the entire engine source, but only for necessary engine headers and source files.

Besides, recent CLion 2016.3 EAP build brought a significant performance improvement for reopening the project that was already indexed once in CLion. As our tests show it takes seconds instead of minutes on Unreal Engine sources themselves.

However, we still recommend that you increase the amount of memory used by CLion, or at least check the real usage by switching on the memory indicator (Preferences/Settings | Appearance & Behavior | Appearance | Show memory indicator).

As for the CLionSourceCodeAccess plugin, we’ve tested it on macOS. On Windows there is an issue for MinGW and Cygwin toolchains. CLion’s part will be addressed in CLion 2017.1 EAP, but there is still some internal command line length limitation coming from the toolchain. Probably, MSVC support, which we plan for 2017.1, will resolve this as well.

We’ll appreciate your feedback on the whole workflow and both plugins! Let us know in the comments section below.

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76 Responses to Tips for creating games with Unreal Engine 4 in CLion

  1. Vladimir says:

    Thank you VERY MUCH! Exactly what I need – instruction for all tools in one place.

  2. Michael Lojkovic says:

    It’s nice. Currently, on Linux it looks like the plugin doesn’t update the CMakeLists.txt to include classes created through the Unreal menus.

    I have to manually run:

    GenerateProjectFiles.sh -project=”‘/path/to/project/project.uproject'” -game -engine

    I’ve been using that method for awhile without issue. I just don’t know if UHT still generates the same CMakeLists.txt, as the plugin.

    • Anastasia Kazakova says:

      That’s interesting, thanks for the feedback. We’ll share with the plugin’s author.

    • Philipp Smorygo says:

      CMakeLists.txt generated by GenerateProjectFiles.sh is totally different from one created by plugin.

      As far as I found out, the plugin can rebuild CMakeLists.txt manually. Check File -> Generate CMakeList item in UE4 Editor menu.

  3. Alexander Novinskiy says:

    Are you planning to introduce support for other game engines such as Unity and CryEngine?

    • Anastasia Kazakova says:

      CryEngine works out of the box, since it’s a CMake based solution.
      Unity is on C# so it’s for Rider/ReSharper more than for CLion.

  4. Looks like the performance definitely improved in the new EAP when reloading changes for CMakeLists.txt – thanks!

    One thing to note is that there’s currently another issue that is breaking most inspection/code completion I’m running into on UE4 projects in the latest EAP. I found someone else reported the issue here: https://youtrack.jetbrains.com/issue/CPP-7890

    I’m currently looking for workarounds.
    I did get CLion working with UE4 a while back by doing some tangential UnrealBuildTool edits to those suggested in Philipp’s very helpful blog post – except of course there were performance issues to deal with (which appear to be fixed now). Probably I’ll try getting it to work this way if modifying the plugin to generate CMake files with less targets doesn’t help, etc.

    • Anastasia Kazakova says:

      Thanks for the comment. The problem doesn’t depend on the way you use to generate CMake for UE4. We need to check if it’s really a regression or not first.
      By the way, have you tried encreasing the xmx value (not xss)?

  5. How long does it take to build Symbols? I am using CLion on MacBook pro retina(16GB RAM, SSD)….It takes too long

    Also do I need to manually paste plugin to every game project? Can’t I have once in all solution?

    • Anastasia Kazakova says:

      If you are building symbols first time ever it takes quite a lot since UE4 files need to be indexed. Reopen will work much quicker of course.

      CLionSourceCodeAccess is made as a per project plugin. However you can completely skip it if you have a CMake project for your game already.

  6. Tom - Henry Coursow says:

    Tried it some days ago on Windows. It seemed to work until I realy clicked “Open CLion” (so building the plugin worked with some workarounds before, which I commited to the plugin repo).

    But as Clion opened up… it did not recognized any UE4 includes…
    And non of the build configurations worked…
    But this is by far the best try I had in setting up clion for unreal.
    Hope there will be a fix as well in the future to get everything running

    • Anastasia Kazakova says:

      That’s interesting. We’ll check a bit later if something can be done and also ping the plugin authors if they can help.

    • We just merged in a PR from Michael Holmes which fixed the plugin working on Windows :)

      • Anastasia Kazakova says:

        Glad to know! Thanks for being that quick

      • Nathan Voglsam says:

        Yeah I seem to still be getting this error. I’m using the latest version of this plugin but for some reason CLion refuses to load any includes outside of the project. I’ve commented on an issue on the github for the plugin (https://github.com/dotBunny/CLionSourceCodeAccess/issues/26) with as much info as I can get. I’ve tried going through and converting all the \ to / in all the .cmake includes but that doesn’t seem to yield any differing results.

        Based on it throwing no such file/directory i’m going to guess that either a folder is missing or it won’t load off of the drive for some reason. The G:\ drive is a windows software RAID 0 array so maybe that is causing issues?

        I’ve been trying for weeks to get UE4 working with CLion as I cant stand how slow Visual Studio is, even when using Resharper C++ (Which is a great help but I’m much more comfortable with CLion/IntelliJ platform IDEs).

    • Tom - Henry Coursow says:

      Clion still does not detect any UE4 includes :/
      Any updates on this topic?

      • Anastasia Kazakova says:

        I’ll try to check the plugin a bit later. Sorry, don’t have time for this right now, but will do my best to look this week.

  7. I have added a new Component(Cpp class) PositionReporter to a chair just to show a DebugLog. But when CLion opens up that file. Entire .h & .cpp are red. Errors…….CLion doesn’t recognise code

    Please have a look at the error image: http://i1313.photobucket.com/albums/t557/cooldudeabhi/Screen%20Shot%202016-11-12%20at%2012.12.40%20AM_zps9hfflcj7.png

  8. Gabriel Meneses says:

    So does the UE4 plug-in for CLion actually work as in I can make all of my games with this plug-in?

    • Anastasia Kazakova says:

      Do you mean a plugin to CLion or to UE? There is a plugin for UE that allows open project in CLion and generate proper CMake. And there is also a plugin to CLion that provides more profound completion.

  9. Can you fix this issue? I wish to compile my project from within CLion https://github.com/dotBunny/CLionSourceCodeAccess/issues/29

    Can you edit this blog & that relevant information on how to do that?

  10. JayT says:

    Does anybody know what does it mean? I try to use CLion on windows, and this is what I get when using Cygwin…

    C:\Users\tobol\.CLion2016.3\system\cygwin_cmake\bin\cmake.exe -DCMAKE_BUILD_TYPE=Debug -DCMAKE_LEGACY_CYGWIN_WIN32=0 -G “CodeBlocks – Unix Makefiles” /cygdrive/e/Workspace/C++/dtrepository/project/KinectGames
    — The C compiler identification is GNU 5.4.0
    — The CXX compiler identification is GNU 5.4.0
    — Check for working C compiler: c:/cygwin64/bin/gcc.exe
    — Check for working C compiler: c:/cygwin64/bin/gcc.exe — works
    — Detecting C compiler ABI info
    — Detecting C compiler ABI info – done
    — Detecting C compile features
    — Detecting C compile features – done
    — Check for working CXX compiler: c:/cygwin64/bin/g++.exe
    — Check for working CXX compiler: c:/cygwin64/bin/g++.exe — works
    — Detecting CXX compiler ABI info
    — Detecting CXX compiler ABI info – done
    — Detecting CXX compile features
    — Detecting CXX compile features – done
    — Configuring done
    — Generating done
    — Build files have been written to: /cygdrive/e/Workspace/C++/dtrepository/project/KinectGames/cmake-build-debug
    Cannot get compiler information for configuration Debug:
    Compiler exited with error code 1: C:\cygwin64\bin\g++.exe -xc++ -DACTORPICKERMODE_API=”” -DADDCONTENTDIALOG_API=”” -DADVERTISING_API=”” -DAIGRAPH_API=”” -DAIMODULE_API=”” -DAITESTSUITE_API=”” -DALEMBICIMPORTER_API=”” -DALEMBICLIBRARY_API=”” -DALLDESKTOPTARGETPLATFORM_API=”” -DANALYTICSBLUEPRINTLIBRARY_API=”” -DANALYTICSET_API=”” -DANALYTICSMULTICASTEDITOR_API=”” -DANALYTICSMULTICAST_API=”” -DANALYTICSVISUALEDITING_API=”” -DANALYTICS_API=”” -DANDROIDDEVICEDETECTION_API=”” -DANDROIDMEDIAEDITOR_API=”” -DANDROIDMEDIAFACTORY_API=”” -DANDROIDMEDIA_API=”” -DANDROIDPLATFORMEDITOR_API=”” -DANDROIDRUNTIMESETTINGS_API=”” -DANDROIDTARGETPLATFORM_API=”” -DANDROID_ASTCTARGETPLATFORM_API=”” -DANDROID_ATCTARGETPLATFORM_API=”” -DANDROID_DXTTARGETPLATFORM_API=”” -DANDROID_ETC1TARGETPLATFORM_API=”” -DANDROID_ETC2TARGETPLATFORM_API=”” -DANDROID_MULTITARGETPLATFORM_API=”” -DANDROID_PVRTCTARGETPLATFORM_API=”” -DANIMATIONBLUEPRINTEDITOR_API=”” -DANIMATIONEDITOR_API=”” -DANIMGRAPHRUNTIME_API=”” -DANIMGRAPH_API=”” -DANSEL_API=”” -DANSEL_DLL=AnselSDK64.dll -DAPPFRAMEWORK_API=”” -DAPSALAREDITOR_API=”” -DARCHVISCHARACTER_API=”” -DASSETREGISTRY_API=”” -DASSETTOOLS_API=”” -DASYNC_DEFERRED_DELETION=1 -DAUDIOCAPTURE_API=”” -DAUDIOFORMATADPCM_API=”” -DAUDIOFORMATOGG_API=”” -DAUDIOFORMATOPUS_API=”” -DAUDIOMIXERXAUDIO2_API=”” -DAUDIOMIXER_API=”” -DAUTOMATIONCONTROLLER_API=”” -DAUTOMATIONMESSAGES_API=”” -DAUTOMATIONWINDOW_API=”” -DAUTOMATIONWORKER_API=”” -DAVFMEDIAEDITOR_API=”” -DAVFMEDIAFACTORY_API=”” -DAVFMEDIA_API=”” -DBEHAVIORTREEEDITOR_API=”” -DBLANKMODULE_API=”” -DBLANKPLUGIN_API=”” -DBLUEPRINTCOMPILERCPPBACKEND_API=”” -DBLUEPRINTGRAPH_API=”” -DBLUEPRINTNATIVECODEGEN_API=”” -DBLUEPRINTPROFILER_API=”” -DBLUEPRINTRUNTIME_API=”” -DBLUEPRINTSTATS_API=”” -DBLUTILITY_API=”” -DBSPMODE_API=”” -DBUILDING_STATIC -DBUILDPATCHSERVICES_API=”” -DCABLECOMPONENT_API=”” -DCASCADE_API=”” -DCEF3UTILS_API=”” -DCHARACTERAI_API=”” -DCINEMATICCAMERA_API=”” -DCLASSVIEWER_API=”” -DCLIONSOURCECODEACCESS_API=”” -DCODEEDITOR_API=”” -DCODEVIEW_API=”” -DCOLLECTIONMANAGER_API=”” -DCOLLISIONANALYZER_API=”” -DCOMPONENTVISUALIZERS_API=”” -DCONFIGEDITOR_API=”” -DCONTENTBROWSER_API=”” -DCOREUOBJECT_API=”” -DCORE_API=”” -DCRASHTRACKER_API=”” -DCURVEASSETEDITOR_API=”” -DCURVETABLEEDITOR_API=”” -DCUSTOMMESHCOMPONENT_API=”” -DD3D11RHI_API=”” -DD3D12RHI_API=”” -DDATABASESUPPORT_API=”” -DDATATABLEEDITOR_API=”” -DDEBUG_RESOURCE_STATES=0 -DDEPRECATED_FORGAME=DEPRECATED -DDERIVEDDATACACHE_API=”” -DDESKTOPPLATFORM_API=”” -DDESKTOPWIDGETS_API=”” -DDESTRUCTIBLEMESHEDITOR_API=”” -DDETAILCUSTOMIZATIONS_API=”” -DDEVICEMANAGER_API=”” -DDEVICEPROFILEEDITOR_API=”” -DDEVICEPROFILESERVICES_API=”” -DDIRECTORYWATCHER_API=”” -DDISTCURVEEDITOR_API=”” -DDOCUMENTATION_API=”” -DDX_MAX_MSAA_COUNT=8 -DEDITORLIVESTREAMING_API=”” -DEDITORSETTINGSVIEWER_API=”” -DEDITORSTYLE_API=”” -DEDITORTESTS_API=”” -DEDITORWIDGETS_API=”” -DEIGEN_MPL2_ONLY -DENABLE_HTTP_FOR_NFS=1 -DENABLE_OLD_GAMEPLAY_DEBUGGER=0 -DENABLE_RESIDENCY_MANAGEMENT=1 -DENGINEMESSAGES_API=”” -DENGINESETTINGS_API=”” -DENGINE_API=”” -DENVIRONMENTQUERYEDITOR_API=”” -DEPICSURVEY_API=”” -DEXAMPLEDEVICEPROFILESELECTOR_API=”” -DEXTERNALIMAGEPICKER_API=”” -DFBXAUTOMATIONTESTBUILDER_API=”” -DFILELOGGING_API=”” -DFLURRYEDITOR_API=”” -DFOLIAGEEDIT_API=”” -DFOLIAGE_API=”” -DFONTEDITOR_API=”” -DFUNCTIONALTESTINGEDITOR_API=”” -DFUNCTIONALTESTING_API=”” -DGAMECIRCLERUNTIMESETTINGS_API=”” -DGAMELIVESTREAMING_API=”” -DGAMEPLAYABILITIESEDITOR_API=”” -DGAMEPLAYABILITIES_API=”” -DGAMEPLAYDEBUGGER_API=”” -DGAMEPLAYTAGSEDITOR_API=”” -DGAMEPLAYTAGS_API=”” -DGAMEPLAYTASKSEDITOR_API=”” -DGAMEPLAYTASKS_API=”” -DGAMEPROJECTGENERATION_API=”” -DGAMMAUI_API=”” -DGEOMETRYCACHEED_API=”” -DGEOMETRYCACHE_API=”” -DGEOMETRYMODE_API=”” -DGITSOURCECONTROL_API=”” -DGOOGLEVRCONTROLLER_API=”” -DGOOGLEVRHMD_API=”” -DGRAPHEDITOR_API=”” -DHARDWARESURVEY_API=”” -DHARDWARETARGETING_API=”” -DHAS_OODLE_SDK=0 -DHEADMOUNTEDDISPLAY_API=”” -DHIERARCHICALLODOUTLINER_API=”” -DHIERARCHICALLODUTILITIES_API=”” -DHOTFIX_API=”” -DHOTRELOAD_API=”” -DHTML5NETWORKING_API=”” -DHTML5PLATFORMEDITOR_API=”” -DHTML5TARGETPLATFORM_API=”” -DHTTPNETWORKREPLAYSTREAMING_API=”” -DHTTP_API=”” -DHTTP_PACKAGE=1 -DICMP_API=”” -DICMP_PACKAGE=1 -DIMAGECORE_API=”” -DIMAGEWRAPPER_API=”” -DINPUTBINDINGEDITOR_API=”” -DINPUTCORE_API=”” -DINPUTDEVICE_API=”” -DINTERNATIONALIZATIONSETTINGS_API=”” -DINTERNATIONALIZATION_API=”” -DINTROTUTORIALS_API=”” -DIOSPLATFORMEDITOR_API=”” -DIOSRUNTIMESETTINGS_API=”” -DIOSTARGETPLATFORM_API=”” -DIS_MONOLITHIC=0 -DIS_PROGRAM=0 -DJSONUTILITIES_API=”” -DJSON_API=”” -DKINECTGAMES_API=”” -DKISMETCOMPILER_API=”” -DKISMETWIDGETS_API=”” -DKISMET_API=”” -DLANDSCAPEEDITOR_API=”” -DLANDSCAPE_API=”” -DLAUNCHDAEMONMESSAGES_API=”” -DLAUNCHERSERVICES_API=”” -DLAUNCH_API=”” -DLAYERS_API=”” -DLEAPMOTION_API=”” -DLEVELEDITOR_API=”” -DLEVELSEQUENCEEDITOR_API=”” -DLEVELSEQUENCE_API=”” -DLIGHTPROPAGATIONVOLUMEEDITOR_API=”” -DLIGHTPROPAGATIONVOLUMERUNTIME_API=”” -DLOBBY_API=”” -DLOBBY_PACKAGE=1 -DLOCALIZATIONDASHBOARD_API=”” -DLOCALIZATIONSERVICE_API=”” -DLOCALIZATION_API=”” -DLOGVISUALIZER_API=”” -DMACCLIENTTARGETPLATFORM_API=”” -DMACNOEDITORTARGETPLATFORM_API=”” -DMACSERVERTARGETPLATFORM_API=”” -DMACTARGETPLATFORM_API=”” -DMAINFRAME_API=”” -DMATERIALEDITOR_API=”” -DMATERIALSHADERQUALITYSETTINGS_API=”” -DMATERIALUTILITIES_API=”” -DMATINEETOLEVELSEQUENCE_API=”” -DMATINEE_API=”” -DMAX_CBS=8 -DMAX_ROOT_CBVS=MAX_CBS -DMAX_SRVS=32 -DMEDIAASSETS_API=”” -DMEDIAPLAYEREDITOR_API=”” -DMEDIAUTILS_API=”” -DMEDIA_API=”” -DMERGEACTORS_API=”” -DMERGE_API=”” -DMESHBONEREDUCTION_API=”” -DMESHPAINT_API=”” -DMESHUTILITIES_API=”” -DMESSAGELOG_API=”” -DMESSAGINGDEBUGGER_API=”” -DMESSAGINGRPC_API=”” -DMESSAGING_API=”” -DMETALSHADERFORMAT_API=”” -DMIDIDEVICE_API=”” -DMOBILELAUNCHERPROFILEWIZARD_API=”” -DMOBILEPATCHINGUTILS_API=”” -DMODULEUI_API=”” -DMOVIEPLAYER_API=”” -DMOVIESCENECAPTUREDIALOG_API=”” -DMOVIESCENECAPTURE_API=”” -DMOVIESCENETOOLS_API=”” -DMOVIESCENETRACKS_API=”” -DMOVIESCENE_API=”” -DNAVMESH_API=”” -DNDEBUG=1 -DNETCODEUNITTEST_API=”” -DNETWORKFILESYSTEM_API=”” -DNETWORKFILE_API=”” -DNETWORKING_API=”” -DNETWORKREPLAYSTREAMING_API=”” -DNEWLEVELDIALOG_API=”” -DNIAGARAEDITOR_API=”” -DNIAGARA_API=”” -DNULLDRV_API=”” -DNULLNETWORKREPLAYSTREAMING_API=”” -DNUTUNREALENGINE4_API=”” -DOCULUSAUDIO_API=”” -DOCULUSINPUT_API=”” -DOCULUSLIBRARY_API=”” -DOCULUSRIFT_API=”” -DONESKYLOCALIZATIONSERVICE_API=”” -DONLINEBLUEPRINTSUPPORT_API=”” -DONLINESUBSYSTEMAMAZON_API=”” -DONLINESUBSYSTEMAMAZON_PACKAGE=1 -DONLINESUBSYSTEMFACEBOOK_API=”” -DONLINESUBSYSTEMFACEBOOK_PACKAGE=1 -DONLINESUBSYSTEMNULL_API=”” -DONLINESUBSYSTEMNULL_PACKAGE=1 -DONLINESUBSYSTEMOCULUS_API=”” -DONLINESUBSYSTEMOCULUS_PACKAGE=1 -DONLINESUBSYSTEMSTEAM_API=”” -DONLINESUBSYSTEMSTEAM_PACKAGE=1 -DONLINESUBSYSTEMUTILS_API=”” -DONLINESUBSYSTEMUTILS_PACKAGE=1 -DONLINESUBSYSTEM_API=”” -DONLINESUBSYSTEM_PACKAGE=1 -DOODLEHANDLERCOMPONENT_API=”” -DOPENGLDRV_API=”” -DORIGINAL_FILE_NAME=\”UE4Editor-CLionSourceCodeAccess.dll\” -DORIGINAL_FILE_NAME=\”UE4Editor.exe\” -DOSVRINPUT_API=”” -DOSVR_API=”” -DOUTPUTLOG_API=”” -DPACKAGEDEPENDENCYINFO_API=”” -DPACKAGESDIALOG_API=”” -DPACKETHANDLER_API=”” -DPAKFILE_API=”” -DPAPER2DEDITOR_API=”” -DPAPER2D_API=”” -DPAPERSPRITESHEETIMPORTER_API=”” -DPAPERTILEDIMPORTER_API=”” -DPARTY_API=”” -DPARTY_PACKAGE=1 -DPERFCOUNTERS_API=”” -DPERFORCESOURCECONTROL_API=”” -DPERSONA_API=”” -DPHAT_API=”” -DPHYA_API=”” -DPHYSXFORMATS_API=”” -DPIPELINE_STATE_FILE_LOCATION=FPaths::GameSavedDir -DPIXELINSPECTORMODULE_API=”” -DPLACEMENTMODE_API=”” -DPLATFORM_SUPPORTS_MGPU=1 -DPLATFORM_WINDOWS=1 -DPLISTEDITOR_API=”” -DPLUGINBROWSER_API=”” -DPLUGINWARDEN_API=”” -DPORTALMESSAGES_API=”” -DPORTALPROXIES_API=”” -DPORTALRPC_API=”” -DPORTALSERVICES_API=”” -DPROCEDURALMESHCOMPONENTEDITOR_API=”” -DPROCEDURALMESHCOMPONENT_API=”” -DPROFILERCLIENT_API=”” -DPROFILERMESSAGES_API=”” -DPROFILERSERVICE_API=”” -DPROFILER_API=”” 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Games/UE_4.14/Engine/Plugins/Editor/EpicSurvey/Source/EpicSurvey” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Runtime/Analytics/Analytics/Public” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Runtime/Analytics/Analytics/Public/Interfaces” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Intermediate/Build/Win64/UE4Editor/Inc/Analytics” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Runtime/Analytics/Analytics” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Runtime/ImageWrapper/Public” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Runtime/ImageWrapper/Public/Interfaces” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Intermediate/Build/Win64/UE4Editor/Inc/ImageWrapper” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Runtime/ImageWrapper” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/OnlineSubsystem/Public/Interfaces” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Online/OnlineSubsystem/Source/Public” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Online/OnlineSubsystem/Source/Public/Interfaces” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Online/OnlineSubsystem/Intermediate/Build/Win64/UE4Editor/Inc/OnlineSubsystem” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Online/OnlineSubsystem/Source” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Editor/MobileLauncherProfileWizard/Source/MobileLauncherProfileWizard/Public” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Editor/MobileLauncherProfileWizard/Intermediate/Build/Win64/UE4Editor/Inc/MobileLauncherProfileWizard” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Editor/MobileLauncherProfileWizard/Source/MobileLauncherProfileWizard” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/LauncherServices/Public” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/LauncherServices/Public/Common” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/LauncherServices/Public/Interfaces” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Intermediate/Build/Win64/UE4Editor/Inc/LauncherServices” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/LauncherServices” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/TargetDeviceServices/Classes” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/TargetDeviceServices/Public” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/TargetDeviceServices/Public/Interfaces” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Intermediate/Build/Win64/UE4Editor/Inc/TargetDeviceServices” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/TargetDeviceServices” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/TargetPlatform/Public” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/TargetPlatform/Public/Common” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/TargetPlatform/Public/Interfaces” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Intermediate/Build/Win64/UE4Editor/Inc/TargetPlatform” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/TargetPlatform” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Runtime/AppFramework/Public” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Runtime/AppFramework/Public/Widgets” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Runtime/AppFramework/Public/Widgets/Colors” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Runtime/AppFramework/Public/Widgets/Testing” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Runtime/AppFramework/Public/Widgets/Views” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Runtime/AppFramework/Public/Widgets/Workflow” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Intermediate/Build/Win64/UE4Editor/Inc/AppFramework” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Runtime/AppFramework” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Editor/PluginBrowser/Source/PluginBrowser/Public” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Editor/PluginBrowser/Intermediate/Build/Win64/UE4Editor/Inc/PluginBrowser” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Editor/PluginBrowser/Source/PluginBrowser” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/SharedSettingsWidgets/Public” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Intermediate/Build/Win64/UE4Editor/Inc/SharedSettingsWidgets” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/SharedSettingsWidgets” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/ExternalImagePicker/Public” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Intermediate/Build/Win64/UE4Editor/Inc/ExternalImagePicker” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/ExternalImagePicker” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Editor/GameProjectGeneration/Classes” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Editor/GameProjectGeneration/Public” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Intermediate/Build/Win64/UE4Editor/Inc/GameProjectGeneration” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Editor/GameProjectGeneration” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Editor/HardwareTargeting/Public” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Intermediate/Build/Win64/UE4Editor/Inc/HardwareTargeting” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Editor/HardwareTargeting” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Editor/UATHelper/Public” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Intermediate/Build/Win64/UE4Editor/Inc/UATHelper” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Editor/UATHelper” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Editor/SpeedTreeImporter/Source/MainFrame” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Editor/SpeedTreeImporter/Source/Editor/SpeedTreeImporter/Private” -I”C:/Program Files/Epic 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  11. JayT says:

    Does anybody know what does it mean? I try to use CLion on windows, and this is what I get when using Cygwin…

    Cannot get compiler information for configuration Debug:
    Compiler exited with error code 1: C:\cygwin64\bin\g++.exe -xc++ -DACTORPICKERMODE_API=””
    g++: error: (: No such file or directory
    g++: error: ): No such file or directory
    Using built-in specs.
    COLLECT_GCC=/usr/bin/g++
    Target: x86_64-pc-cygwin
    Configured with: /cygdrive/i/szsz/tmpp/gcc/gcc-5.4.0-1.x86_64/src/gcc-5.4.0/configure
    Thread model: posix
    gcc version 5.4.0 (GCC)

  12. Joseph England says:

    Are the instructions here: https://github.com/dotBunny/CLionSourceCodeAccess/wiki/Setup still valid? We upgraded to UE 4.15 and cannot get the plugin to compile on linux.
    Fails with the error “Plugin CLionSourceCodeAccess failed to load because ‘CLionSourceCodeAccess’ could not be found. Please ensure the plugin is properly installed, otherwise consider disabling the plugin for this project”.
    Might be doing something dumb, but the plugin worked very well on the same systems for UE 4.14
    I can post more details if needed.
    Has this been confirmed to work on linux for 4.15?

    • Anastasia Kazakova says:

      Could you please share the file where this problem happens or better some sample project to reproduce?

  13. Also If I have CLion closed & then I add some C++ component. It would open two CLions. I have also reported it as a bug but seems like the development is stopped https://github.com/dotBunny/CLionSourceCodeAccess/issues/27

    • Anastasia Kazakova says:

      I haven’t experienced this problem but maybe it was introduced recently. Unfortunately, I don’t know much about this part of the plugin. I was only contributing to the CMake generation itself. Will try to ping the authors if they have any ideas about the problem.

  14. Ivan says:

    Hi, everyone!
    Thank you for this article! But i have a problem: after i downloaded plugin, i created folder in \Epic Games\UE_4.13\Engine\Plugins\CLionSourceCodeAccess (there is all files from repository). Next step, i opened my Blueprints project and take a error “missing or incompatible modules in CLionSourceCodeAccess plugin – would you like to disable it? You will no longer be able to open any assets created using it.” If i choose “Yes” – “Plugin CLionSourceCodeAccess failed to load because module CLionSourceCodeAccess could not be found. …”, else “No” – “Plugin OnlineSubsystem faild to load because module OnlineSubsystem could not be found”. What can i do?

  15. Sam says:

    Is it possible to share a cached index of UE4 across projects? This will save each project re-indexing.

    • Anastasia Kazakova says:

      No, it’s not possible for now. And the task is not easy, as you have to match many different libraries location and platforms configurations.

  16. Johann Huang says:

    I encountered the following problem when setting up my project. I figured out it’s caused by the space inside the path. Is it supposed to be a bug that is needed to be fixed?

    /home/hyh/clion/bin/cmake/bin/cmake –build “/home/hyh/Documents/Unreal Projects/MyBlankProject/cmake-build-debug” –target MyBlankProjectEditor-Development — -j 4
    Performing full C++ include scan (building a new target)
    Using ‘git status’ to determine working set for adaptive non-unity build.
    Creating makefile for MyBlankProjectEditor (no existing makefile)
    ERROR: System.IO.DirectoryNotFoundException: Could not find a part of the path “/home/hyh/Documents/Unreal\ Projects/MyBlankProject/MyBlankProject.uproject”.

    • Anastasia Kazakova says:

      What exactly goes wrong for you? Could you please provide more details? We need to understand if the problem is in CLion, in UE4 plugin or somewhere else.

  17. Gabriel Elkind says:

    Could you post an updated tutorial now that CLion support is (nominally) included in UE4.19?

    It seems to be much different– I think a lot of people could use tips on how to make indexing work, and how to get code completion, debugging, etc. on CLion’s end.

    I think it would make the difference between using CLion or XCode for a lot of your new/exploratory customers.

    • Anastasia Kazakova says:

      Yes, we plan to post an update. However, Epic still haven’t accepted the full PR, so the integration is now broken. When the things work, we’ll update.

  18. Johann Huang says:

    I can’t seem to see anything like Generate CMakeList or Open CLion under File menu in UE 4.19.0 on Windows. I did have enabled the CLion plug-in. Any ideas?

    • Anastasia Kazakova says:

      In 4.19 unfortunately the integration is broken, as we are in process of migrating the functionality from the plugin to the main UBT process. But since not all PRs were accepted into Unreal code, it’s still not fully available in 4.19. We hope 4.20 will come with the full support.

      • Nikita Osyak says:

        I’m glad I found this comment, because otherwise it seems to me there is no info on that issue. Is there a place when I can follow and see any news immediately on the matter? I’d love to have clion integration and use it for my UE setup

        • Anastasia Kazakova says:

          I’ll post the update to this blog post. Stay tuned.
          The recent news is that UE reported the fix in master, but we haven’t checked it yet.

  19. Mark Nefedov says:

    Was this fixed in 4.19.1?

  20. Christian Loock says:

    So i tried this in 4.20 on Windows with the newest CLion Version but it still is pretty broken. I can generate a project and open it, but in the solution it shows no files and no build targets. I created a brand new project from a template using the launcher Version of UE4.

    • Anastasia Kazakova says:

      The issue is somehow deep in the UE4 code. On macOS it works for example. However, we have to investigate together with the Epic team why there are cases (like yours on Windows) when it doesn’t work.

      • Darrell says:

        Hi,

        Just to say, I have a few similar issues. The generated Cmakelist.txt file has backslash characters, easy fix and when invalidating caches and restart, CLion correctly picks up the project.

        However, when trying to generate the Cmake project I get a new error:
        Command line error D8049 […] command line is too long to fit in debug record.

        Seems to be a Windows issue that’s over my head.

        I’m guessing most of this has already been fixed and is just waiting for review/PR to be accepted.

        Build Targets seem to exist for me (though they did disappear at some point) but I can’t build anyway.

        Cheers

        • Anastasia Kazakova says:

          As far as I know at least on macOS the recent 4.20 works fine with CLion, but we are still investigating/testing. There are problems on Windows however.

  21. Lju says:

    I’m encountering problems with the mac version as well. The generation of the cmakelist and the project works flawlessly, but the autocomplete doesn’t work. Seems like CLion doesn’t index my project source too, not only the UE4 engine source. When I open the project it starts indexing and generating symbols but at the end of the process all the variables are red colored.
    I tried to Reload CMake Project, synchronize, Invalidate cache, clean my project folder and recreate CLion Project, nothing. Still no autocomplete.
    CLion 2018.1
    UE4.20

    It worked great with UE 4.19 and CLion 2017.3 for me.

    • Anastasia Kazakova says:

      Thank you for letting us know. We’ll check on our side and with Epic and update here.

      • David María Arribas says:

        It seems to work much better, though not 100% with UE 4.20 and CLion 2017.3 on mi MacOS machine.

        At least it seems to successfully find base classes (after a first long long long symbols building process) and all those error red lines have disappeared.

        Still have problems to find “.generated.h” files. I can make it find my source files generated.h files by including a line in “Intermediate/ProjectFiles/cmake-includes.cmake pointing to my intermediate “.generated.h” files, but it still has problem finding this “.generated.h” files for engine classes.

        I hope I’ve made myself enough clear, just let me know if and how can I help improving unreal lion support, as I am great fan of both …

        Thanks and best regards

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