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.

Background

The story started some time ago when one of our team members decided to try UE4. At that time CLion relied heavily on CMake project model (now it’s also Gradle and compilation database options), 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.

Good news! With Unreal Engine v4.20 the things became much easier – Unreal Editor can now generate CMake project and open it in CLion in a couple of clicks!

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. Go to Unreal Editor settings, General | Source Code. Select CLion as an editor in the dropdown list. You can also make it default to survive the editor restart:
    source_code_access_ue4
  4. Now you need to generate CMake for your Unreal Engine project. For this, go to File | Refresh CLion Project (don’t forget to do this every time you change the project, for example add a new class):
    ue4_editor

Now you can call File | Open CLion, use CLion for your UE4 project and enjoy all of its features! Bu the way, don’t forget to build your Unreal Engine project to get all the generated headers ready, otherwise the IDE won’t be able to resolve some symbols in your project.
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.

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).

While on Linux and macOS this works fine, on Windows there are a few known issues:

  • Unreal Engine generator produce CMakeLists.txt with the incorrect escaping sequence: use \ instead of \U in the top-level CMake file.
  • Often you might get CMake loading error (command line is too long) – it might be related to the MSVC bug (CPP-9026). Workaround: switch Build Type from Debug to Release (Settings -> Build, Execution, Deployment -> CMake).

One more general problem you might meet it failing CMake project loading (CPP-14457) with CLion 2018.3 EAP. If it happens to you, the workaround is simply to start CLion manually and open the project via pointing the IDE to the top-level CMakeLists.txt file (and not to the whole project directory). The issues is fixed in 2018.3 EAP, in stable version the fix will be delivered with 2018.3 release.

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

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95 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=”” -DPROJECTLAUNCHER_API=”” -DPROJECTSETTINGSVIEWER_API=”” -DPROJECTS_API=”” -DPROJECTTARGETPLATFORMEDITOR_API=”” -DPROPERTYEDITOR_API=”” -DQOS_API=”” -DQOS_PACKAGE=1 -DRAWMESH_API=”” -DREALTIMEPROFILER_API=”” -DREFERENCEVIEWER_API=”” -DRELIABILITYHANDLERCOMPONENT_API=”” -DRENDERCORE_API=”” -DRENDERER_API=”” -DRESIDENCY_PIPELINE_DEPTH=6 -DRHI_API=”” -DRUNTIMETESTS_API=”” -DSANDBOXFILE_API=”” -DSCENEDEPTHPICKERMODE_API=”” -DSCENEOUTLINER_API=”” -DSCREENSHOTCOMPARISONTOOLS_API=”” -DSCREENSHOTCOMPARISON_API=”” -DSCREENSHOTTOOLS_API=”” -DSCRIPTEDITORPLUGIN_API=”” -DSCRIPTPLUGIN_API=”” -DSEQUENCERECORDERSECTIONS_API=”” -DSEQUENCERECORDER_API=”” -DSEQUENCERWIDGETS_API=”” -DSEQUENCER_API=”” -DSERIALIZATION_API=”” -DSESSIONFRONTEND_API=”” -DSESSIONMESSAGES_API=”” -DSESSIONSERVICES_API=”” -DSETTINGSEDITOR_API=”” -DSETTINGS_API=”” -DSHADERCOMPILERCOMMON_API=”” -DSHADERCORE_API=”” -DSHADERFORMATD3D_API=”” -DSHADERFORMATOPENGL_API=”” -DSHADERPREPROCESSOR_API=”” -DSHAREDSETTINGSWIDGETS_API=”” 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Games/UE_4.14/Engine/Source/Developer/LocalizationService/Public” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Intermediate/Build/Win64/UE4Editor/Inc/LocalizationService” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/LocalizationService” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Editor/Localization/Public” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Intermediate/Build/Win64/UE4Editor/Inc/Localization” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Editor/Localization” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Editor/MainFrame/Public” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Editor/MainFrame/Public/Interfaces” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Intermediate/Build/Win64/UE4Editor/Inc/MainFrame” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Editor/MainFrame” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Developer/PerforceSourceControl/Intermediate/Build/Win64/UE4Editor/Inc/PerforceSourceControl” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Developer/PerforceSourceControl/Source/PerforceSourceControl” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Developer/SubversionSourceControl/Intermediate/Build/Win64/UE4Editor/Inc/SubversionSourceControl” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Developer/SubversionSourceControl/Source/SubversionSourceControl” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Editor/XmlParser/Public” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Runtime/XmlParser/Public” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Intermediate/Build/Win64/UE4Editor/Inc/XmlParser” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Runtime/XmlParser” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Developer/UObjectPlugin/Source/Developer/UObjectPlugin/Private” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Developer/UObjectPlugin/Source/UObjectPlugin/Classes” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Developer/UObjectPlugin/Source/UObjectPlugin/Public” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Developer/UObjectPlugin/Intermediate/Build/Win64/UE4Editor/Inc/UObjectPlugin” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Developer/UObjectPlugin/Source/UObjectPlugin” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Intermediate/Build/Win64/UE4Editor/Inc/VisualStudioSourceCodeAccess” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Developer/VisualStudioSourceCodeAccess/Source/VisualStudioSourceCodeAccess” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/SourceCodeAccess/Public” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Intermediate/Build/Win64/UE4Editor/Inc/SourceCodeAccess” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/SourceCodeAccess” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/HotReload/Public” -I”C:/Program Files/Epic 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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 Games/UE_4.14/Engine/Plugins/Editor/SpeedTreeImporter/Source/SpeedTreeImporter/Classes” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Editor/SpeedTreeImporter/Source/SpeedTreeImporter/Public” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Editor/SpeedTreeImporter/Intermediate/Build/Win64/UE4Editor/Inc/SpeedTreeImporter” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Editor/SpeedTreeImporter/Source/SpeedTreeImporter” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/RawMesh/Public” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Intermediate/Build/Win64/UE4Editor/Inc/RawMesh” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Source/Developer/RawMesh” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Editor/SuperSearchEditor/Intermediate/Build/Win64/UE4Editor/Inc/SuperSearchEditor” -I”C:/Program Files/Epic Games/UE_4.14/Engine/Plugins/Editor/SuperSearchEditor/Source/SuperSearchEditor” -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

  22. SimonPio says:

    Tried to get it working now on 20.3 but I still stuck at issues on Windows. CLion can’t load the settings from “misc.xml” – “Error on line 1: Content is not allowed in prolog. Please correct the file content”. Additionally, the project is empty.

    Setup:
    Windows 7, 64 bit
    CLion 2018.2.4
    MinGW 5.0 or VS 15.0 (2017)
    Bundled CMake 3.12.2

    After changing the file paths (from \ to \\) in the CMakeText.txt the compiler starts but fails.

    • Anastasia Kazakova says:

      yes, on Windows there are to known issues: with invalid escaping symbols (the pull request is already sent to UE4) and some compiler issue. See the end of the blog post. We are still investigating, but not sure we can resolve it quickly.
      Can you show the log when the compiler fails (after changing escaping) to validate it’s the same issue?

      • SimonPio says:

        Thank you for your fast reply. Here the error log with MinGW:

        Cannot get compiler information:
        Compiler exited with error code 1: F:\C++\MinGW\bin\g++.exe -xc++ -DACTORPICKERMODE_API= -DACTORSEQUENCE_API= -DADDCONTENTDIALOG_API= -DADVANCEDPREVIEWSCENE_API= -DADVERTISING_API= -DAIGRAPH_API= -DAIMODULE_API= -DAISUPPORTMODULE_API= -DAITESTSUITE_API= -DALEMBICIMPORTER_API= -DALEMBICLIBRARY_API= -DALLDESKTOPTARGETPLATFORM_API= -DANALYTICSET_API= -DANALYTICS_API= -DANDROIDDEVICEDETECTION_API= -DANDROIDDEVICEPROFILESELECTOR_API= -DANDROIDMEDIAEDITOR_API= -DANDROIDMEDIAFACTORY_API= -DANDROIDMEDIA_API= -DANDROIDPERMISSION_API= -DANDROIDPLATFORMEDITOR_API= -DANDROIDRUNTIMESETTINGS_API= -DANDROIDTARGETPLATFORM_API= -DANIMATIONBLUEPRINTEDITOR_API= -DANIMATIONCORE_API= -DANIMATIONEDITOR_API= -DANIMATIONMODIFIERS_API= -DANIMGRAPHRUNTIME_API= -DANIMGRAPH_API= -DAPEX_STATICALLY_LINKED=0 -DAPEX_UE4=1 -DAPPFRAMEWORK_API= -DAPPLEIMAGEUTILSBLUEPRINTSUPPORT_API= -DAPPLEIMAGEUTILS_API= -DAPPLEVISIONBLUEPRINTSUPPORT_API= -DAPPLEVISION_API= -DAPPLICATIONCORE_API= -DARCHVISCHARACTER_API= -DASSETMANAGEREDITOR_API= -DASSETREGISTRY_API= -DASSETTOOLS_API= -DAUDIOCAPTUREEDITOR_API= -DAUDIOCAPTURE_API= -DAUDIOEDITOR_API= -DAUDIOFORMATADPCM_API= -DAUDIOFORMATOGG_API= -DAUDIOFORMATOPUS_API= -DAUDIOMIXERXAUDIO2_API= -DAUDIOMIXER_API= -DAUDIOPLATFORMCONFIGURATION_API= -DAUDIOSETTINGSEDITOR_API= -DAUTOMATIONCONTROLLER_API= -DAUTOMATIONMESSAGES_API= -DAUTOMATIONWINDOW_API= -DAUTOMATIONWORKER_API= -DAVFMEDIAEDITOR_API= -DAVFMEDIAFACTORY_API= -DAVFMEDIA_API= -DAVIWRITER_API= -DBACKCHANNEL_API= -DBEHAVIORTREEEDITOR_API= -DBLANKMODULE_API= -DBLUEPRINTCOMPILERCPPBACKEND_API= -DBLUEPRINTGRAPH_API= -DBLUEPRINTNATIVECODEGEN_API= -DBLUEPRINTRUNTIME_API= -DBLUTILITY_API= -DBRANCH_NAME=\”++UE4+Release-4.20\” -DBSPMODE_API= -DBUILDPATCHSERVICES_API= -DBUILDSETTINGS_API= -DBUILD_VERSION=\”++UE4+Release-4.20-CL-4369336\” -DCABLECOMPONENT_API= -DCASCADE_API= -DCHARACTERAI_API= -DCINEMATICCAMERA_API= -DCLASSVIEWER_API= -DCLIONSOURCECODEACCESS_API= -DCLOTHINGSYSTEMEDITORINTERFACE_API= -DCLOTHINGSYSTEMEDITOR_API= -DCLOTHINGSYSTEMRUNTIMEINTERFACE_API= -DCLOTHINGSYSTEMRUNTIME_API= -DCLOTHPAINTER_API= -DCOLLECTIONMANAGER_API= -DCOLLISIONANALYZER_API= -DCOMMONMENUEXTENSIONS_API= -DCOMPATIBLE_CHANGELIST=4212847 -DCOMPONENTVISUALIZERS_API= -DCONFIGEDITOR_API= -DCONTENTBROWSER_API= -DCOOKEDITERATIVEFILE_API= -DCOREUOBJECT_API= -DCORE_API= -DCRYPTOKEYSOPENSSL_API= -DCRYPTOKEYS_API= -DCURL_ENABLE_DEBUG_CALLBACK=1 -DCURL_ENABLE_NO_TIMEOUTS_OPTION=1 -DCURL_STATICLIB=1 -DCURRENT_CHANGELIST=4369336 -DCURVEASSETEDITOR_API= -DCURVEEDITOR_API= -DCURVETABLEEDITOR_API= -DCUSTOMMESHCOMPONENT_API= -DD3D11RHI_API= -DD3D12RHI_API= -DD3D12_PROFILING_ENABLED=1 -DDATABASESUPPORT_API= -DDATASMITHCONTENTEDITOR_API= -DDATASMITHCONTENT_API= -DDATATABLEEDITOR_API= -DDATAVALIDATION_API= -DDEBUG_LAN_BEACON=0 -DDEPRECATED_FORGAME=DEPRECATED -DDEPTH_32_BIT_CONVERSION=0 -DDERIVEDDATACACHE_API= -DDESKTOPPLATFORM_API= -DDESKTOPWIDGETS_API= -DDETAILCUSTOMIZATIONS_API= -DDEVICEMANAGER_API= -DDEVICEPROFILEEDITOR_API= -DDEVICEPROFILESERVICES_API= -DDIRECTORYWATCHER_API= -DDISTCURVEEDITOR_API= -DDOCUMENTATION_API= -DEDITABLEMESH_API= -DEDITORSETTINGSVIEWER_API= -DEDITORSTYLE_API= -DEDITORWIDGETS_API= -DEIGEN_MPL2_ONLY -DENABLE_HTTP_FOR_NF=0 -DENABLE_HTTP_FOR_NFS=1 -DENABLE_PGO_PROFILE=0 -DENGINEMESSAGES_API= -DENGINESETTINGS_API= -DENGINE_API= -DENGINE_IS_LICENSEE_VERSION=false -DENGINE_IS_PROMOTED_BUILD=true -DENGINE_VERSION_HOTFIX=3 -DENGINE_VERSION_MAJOR=4 -DENGINE_VERSION_MINOR=20 -DENVIRONMENTQUERYEDITOR_API= -DEXAMPLEDEVICEPROFILESELECTOR_API= -DEXTERNALIMAGEPICKER_API= -DEYETRACKER_API= -DFACIALANIMATIONEDITOR_API= -DFACIALANIMATION_API= -DFOLIAGEEDIT_API= -DFOLIAGE_API= -DFONTEDITOR_API= -DFUNCTIONALTESTING_API= -DGAMEPLAYDEBUGGER_API= -DGAMEPLAYTAGSEDITOR_API= -DGAMEPLAYTAGS_API= -DGAMEPLAYTASKSEDITOR_API= -DGAMEPLAYTASKS_API= -DGAMEPROJECTGENERATION_API= -DGAMMAUI_API= -DGEOMETRYCACHEED_API= -DGEOMETRYCACHESEQUENCER_API= -DGEOMETRYCACHETRACKS_API= -DGEOMETRYCACHE_API= -DGEOMETRYMODE_API= -DGITSOURCECONTROL_API= -DGPUPARTICLE_LOCAL_VF_ONLY=0 -DGRAPHCOLOR_API= -DGRAPHEDITOR_API= -DH5_BUILT_AS_DYNAMIC_LIB -DHARDWARETARGETING_API= -DHEADMOUNTEDDISPLAY_API= -DHIERARCHICALLODOUTLINER_API= -DHIERARCHICALLODUTILITIES_API= -DHOTRELOAD_API= -DHTML5NETWORKING_API= -DHTML5PLATFORMEDITOR_API= -DHTML5TARGETPLATFORM_API= -DHTTPNETWORKREPLAYSTREAMING_API= -DHTTP_API= -DHTTP_PACKAGE=1 -DIMAGECORE_API= -DIMAGEWRAPPER_API= -DIMGMEDIAEDITOR_API= -DIMGMEDIAFACTORY_API= -DIMGMEDIA_API= -DIMMEDIATEPHYSICSEDITOR_API= -DIMMEDIATEPHYSICS_API= -DIMPLEMENT_ENCRYPTION_KEY_REGISTRATION= -DIMPLEMENT_SIGNING_KEY_REGISTRATION= -DINFERIORHUMANITY_API= -DINPUTBINDINGEDITOR_API= -DINPUTCORE_API= -DINPUTDEVICE_API= -DINTERNATIONALIZATIONSETTINGS_API= -DINTROTUTORIALS_API= -DIOSPLATFORMEDITOR_API= -DIOSRUNTIMESETTINGS_API= -DIOSTARGETPLATFORM_API= -DIS_MONOLITHIC=1 -DIS_PROGRAM=0 -DJSONUTILITIES_API= -DJSON_API= -DKISMETCOMPILER_API= -DKISMETWIDGETS_API= -DKISMET_API= -DLANDSCAPEEDITOR_API= -DLANDSCAPE_API= -DLAUNCHDAEMONMESSAGES_API= -DLAUNCHERCHUNKINSTALLER_API= -DLAUNCHERPLATFORM_API= -DLAUNCHERSERVICES_API= -DLAUNCH_API= -DLAYERS_API= -DLEVELEDITOR_API= -DLEVELSEQUENCEEDITOR_API= -DLEVELSEQUENCE_API= -DLIGHTPROPAGATIONVOLUMEEDITOR_API= -DLIGHTPROPAGATIONVOLUMERUNTIME_API= -DLINEARTIMECODE_API= -DLOAD_PLUGINS_FOR_TARGET_PLATFORMS=1 -DLOCALIZATIONCOMMANDLETEXECUTION_API= -DLOCALIZATIONDASHBOARD_API= -DLOCALIZATIONSERVICE_API= -DLOCALIZATION_API= -DLOCATIONSERVICESBPLIBRARY_API= -DLOGVISUALIZER_API= -DLUMINPLATFORMEDITOR_API= -DLUMINRUNTIMESETTINGS_API= -DLUMINTARGETPLATFORM_API= -DMACCLIENTTARGETPLATFORM_API= -DMACNOEDITORTARGETPLATFORM_API= -DMACSERVERTARGETPLATFORM_API= -DMACTARGETPLATFORM_API= -DMAGICLEAPAUDIO_API= -DMAGICLEAPCAMERAPREVIEWFACTORY_API= -DMAGICLEAPCONTROLLER_API= -DMAGICLEAPEMULATOR_API= -DMAGICLEAPEYETRACKER_API= -DMAGICLEAPGESTURES_API= -DMAGICLEAPHELPEROPENGL_API= -DMAGICLEAPHELPERVULKAN_API= -DMAGICLEAPIDENTITY_API= -DMAGICLEAPMEDIAEDITOR_API= -DMAGICLEAPMEDIAFACTORY_API= -DMAGICLEAPMEDIA_API= -DMAGICLEAPPRIVILEGES_API= -DMAGICLEAPSECURESTORAGE_API= -DMAGICLEAP_API= -DMAINFRAME_API= -DMATERIALBAKING_API= -DMATERIALEDITOR_API= -DMATERIALSHADERQUALITYSETTINGS_API= -DMATERIALUTILITIES_API= -DMATINEETOLEVELSEQUENCE_API= -DMATINEE_API= -DMEDIAASSETS_API= -DMEDIACOMPOSITINGEDITOR_API= -DMEDIACOMPOSITING_API= -DMEDIAPLAYEREDITOR_API= -DMEDIAUTILS_API= -DMEDIA_API= -DMERGEACTORS_API= -DMERGE_API= -DMESHBONEREDUCTION_API= -DMESHBUILDER_API= -DMESHDESCRIPTIONOPERATIONS_API= -DMESHDESCRIPTION_API= -DMESHEDITOR_API= -DMESHMERGEUTILITIES_API= -DMESHPAINTMODE_API= -DMESHPAINT_API= -DMESHREDUCTIONINTERFACE_API= -DMESHUTILITIES_API= -DMESSAGELOG_API= -DMESSAGINGCOMMON_API= -DMESSAGINGRPC_API= -DMESSAGING_API= -DMETALSHADERFORMAT_API= -DMOBILELAUNCHERPROFILEWIZARD_API= -DMOBILEPATCHINGUTILS_API= -DMODULEUI_API= -DMOVIEPLAYER_API= -DMOVIESCENECAPTUREDIALOG_API= -DMOVIESCENECAPTURE_API= -DMOVIESCENETOOLS_API= -DMOVIESCENETRACKS_API= -DMOVIESCENE_API= -DMRMESH_API= -DNAVIGATIONSYSTEM_API= -DNAVMESH_API= -DNDEBUG=1 -DNEEDS_ICU_DLLS=0 -DNETCODEUNITTEST_API= -DNETWORKFILESYSTEM_API= -DNETWORKFILE_API= -DNETWORKING_API= -DNETWORKREPLAYSTREAMING_API= -DNEWLEVELDIALOG_API= -DNULLDRV_API= -DNULLNETWORKREPLAYSTREAMING_API= -DNUTUNREALENGINE4_API= -DNV_AFTERMATH=1 -DOCULUSEDITOR_API= -DOCULUSHMD_API= -DOCULUSINPUT_API= -DONLINEBLUEPRINTSUPPORT_API= -DONLINESUBSYSTEMNULL_API= -DONLINESUBSYSTEMNULL_PACKAGE=1 -DONLINESUBSYSTEMUTILS_API= -DONLINESUBSYSTEMUTILS_PACKAGE=1 -DONLINESUBSYSTEM_API= -DONLINESUBSYSTEM_PACKAGE=1 -DOPENEXRWRAPPER_API= -DOPENEXR_DLL -DOPENGLDRV_API= -DOPENVDB_2_ABI_COMPATIBLE -DOPENVDB_OPENEXR_STATICLIB -DOPENVDB_STATICLIB -DOUTPUTLOG_API= -DOVERLAYEDITOR_API= -DOVERLAY_API= -DPACKAGESDIALOG_API= -DPACKETHANDLER_API= -DPAKFILE_API= -DPAPER2DEDITOR_API= -DPAPER2D_API= -DPAPERSPRITESHEETIMPORTER_API= -DPAPERTILEDIMPORTER_API= -DPERFCOUNTERS_API= -DPERFORCESOURCECONTROL_API= -DPERSONA_API= -DPHYSICSASSETEDITOR_API= -DPHYSXCOOKING_API= -DPHYSXVEHICLESEDITOR_API= -DPHYSXVEHICLES_API= -DPIEPREVIEWDEVICEPROFILESELECTOR_API= -DPINNEDCOMMANDLIST_API= -DPIXELINSPECTORMODULE_API= -DPLACEMENTMODE_API= -DPLATFORM_WINDOWS=1 -DPLISTEDITOR_API= -DPLUGINBROWSER_API= -DPLUGINWARDEN_API= -DPOLYGONMODELING_API= -DPORTALMESSAGES_API= -DPORTALPROXIES_API= -DPORTALRPC_API= -DPORTALSERVICES_API= -DPROCEDURALMESHCOMPONENTEDITOR_API= -DPROCEDURALMESHCOMPONENT_API= -DPROFILE -DPROFILERCLIENT_API= -DPROFILERMESSAGES_API= -DPROFILERSERVICE_API= -DPROFILER_API= -DPROJECTLAUNCHER_API= -DPROJECTSETTINGSVIEWER_API= -DPROJECTS_API= -DPROJECTTARGETPLATFORMEDITOR_API= -DPROPERTYEDITOR_API= -DPROPERTYPATH_API= -DPROXYLODMESHREDUCTION_API= -DQUADRICMESHREDUCTION_API= -DRAWMESH_API= -DREALTIMEPROFILER_API= -DRELIABILITYHANDLERCOMPONENT_API= -DRENDERCORE_API= -DRENDERER_API= -DRHI_API= -DRUNTIMEPHYSXCOOKING_API= -DSANDBOXFILE_API= -DSCENEDEPTHPICKERMODE_API= -DSCENEOUTLINER_API= -DSCREENSHOTCOMPARISONTOOLS_API= -DSCREENSHOTCOMPARISON_API= -DSEQUENCERECORDERSECTIONS_API= -DSEQUENCERECORDER_API= -DSEQUENCERWIDGETS_API= -DSEQUENCER_API= -DSERIALIZATION_API= -DSESSIONFRONTEND_API= -DSESSIONMESSAGES_API= -DSESSIONSERVICES_API= -DSETTINGSEDITOR_API= -DSETTINGS_API= -DSHADERCOMPILERCOMMON_API= -DSHADERCORE_API= -DSHADERFORMATD3D_API= -DSHADERFORMATOPENGL_API= -DSHADERPREPROCESSOR_API= -DSHAREDSETTINGSWIDGETS_API= -DSKELETALMESHEDITOR_API= -DSKELETONEDITOR_API= -DSLATECORE_API= -DSLATENULLRENDERER_API= -DSLATEREFLECTOR_API= -DSLATERHIRENDERER_API= -DSLATE_API= -DSLATE_PARENT_POINTERS=1 -DSLATE_REFLECTOR_HAS_DESKTOP_PLATFORM=1 -DSLATE_REFLECTOR_HAS_SESSION_SERVICES=1 -DSMARTSNAPPING_API= -DSOCKETS_API= -DSOCKETS_PACKAGE=1 -DSOURCECODEACCESS_API= -DSOURCECONTROLWINDOWS_API= -DSOURCECONTROL_API= -DSOURCE_CONTROL_WITH_SLATE=1 -DSPEEDTREEIMPORTER_API= -DSPEEDTREE_KEY=INSERT_KEY_HERE -DSSL_API= -DSSL_PACKAGE=1 -DSTATICMESHEDITOR_API= -DSTATSVIEWER_API= -DSTEAMVRCONTROLLER_API= -DSTEAMVR_API= -DSTREAMINGFILE_API= -DSTREAMINGPAUSERENDERING_API= -DSTRINGTABLEEDITOR_API= -DSUBVERSIONSOURCECONTROL_API= -DSWARMINTERFACE_API= -DSYNTHBENCHMARK_API= -DTARGETDEVICESERVICES_API= -DTARGETPLATFORM_API= -DTASKGRAPH_API= -DTCPMESSAGING_API= -DTEXTUREALIGNMODE_API= -DTEXTURECOMPRESSOR_API= -DTEXTUREEDITOR_API= -DTEXTUREFORMATASTC_API= -DTEXTUREFORMATDXT_API= -DTEXTUREFORMATINTELISPCTEXCOMP_API= -DTEXTUREFORMATPVR_API= -DTEXTUREFORMATUNCOMPRESSED_API= -DTIMEMANAGEMENT_API= -DTOOLBOX_API= -DTRANSLATIONEDITOR_API= -DTREEMAP_API= -DTVOSTARGETPLATFORM_API= -DUATHELPER_API= -DUBT_COMPILED_PLATFORM=Win64 -DUBT_COMPILED_TARGET=Editor -DUBT_MODULE_MANIFEST=\”UE4Editor.modules\” -DUBT_MODULE_MANIFEST_DEBUGGAME=\”UE4Editor-Win64-DebugGame.modules\” -DUCONFIG_NO_TRANSLITERATION=1 -DUDPMESSAGING_API= -DUE4GAME_API= -DUELIBSAMPLERATE_API= -DUE_APEX_SUFFIX=PROFILE -DUE_BUILD_DEVELOPMENT=1 -DUE_BUILD_DEVELOPMENT_WITH_DEBUGGAME=0 -DUE_BUILD_MINIMAL=0 -DUE_EDITOR=1 -DUE_ENABLE_ICU=1 -DUE_IS_ENGINE_MODULE=1 -DUE_NVCLOTH_SUFFIX=PROFILE -DUE_PHYSX_SUFFIX=PROFILE -DUE_PROJECT_NAME=InferiorHumanity -DUMGEDITOR_API= -DUMG_API= -DUNDOHISTORY_API= -DUNICODE -DUNISTR_FROM_CHAR_EXPLICIT=explicit -DUNISTR_FROM_STRING_EXPLICIT=explicit -DUNREALAUDIO_API= -DUNREALEDMESSAGES_API= -DUNREALED_API= -DUOBJECTPLUGIN_API= -DUSE_CACHE_FREED_OS_ALLOCS=1 -DUSE_CHECKS_IN_SHIPPING=0 -DUSE_EMBREE=1 -DUSE_LOGGING_IN_SHIPPING=0 -DUSE_P4_API=1 -DUSE_STATS_WITHOUT_ENGINE=0 -DUTILITYSHADERS_API= -DU_NO_DEFAULT_INCLUDE_UTF_HEADERS=1 -DU_STATIC_IMPLEMENTATION -DU_USING_ICU_NAMESPACE=0 -DVECTORVM_API= -DVIEWPORTINTERACTION_API= -DVIEWPORTSNAPPING_API= -DVISUALSTUDIOCODESOURCECODEACCESS_API= -DVISUALSTUDIOSOURCECODEACCESS_API= -DVOICE_API= -DVOICE_MODULE_WITH_CAPTURE=1 -DVOICE_PACKAGE=1 -DVREDITOR_API= -DVSACCESSOR_HAS_DTE=1 -DVSACCESSOR_HAS_DTE_OLB=0 -DVULKANRHI_API= -DVULKANSHADERFORMAT_API= -DWIDGETCAROUSEL_API= -DWIN32=1 -DWINDOWSCLIENTTARGETPLATFORM_API= -DWINDOWSMOVIEPLAYER_API= -DWINDOWSNOEDITORTARGETPLATFORM_API= -DWINDOWSPLATFORMEDITOR_API= -DWINDOWSSERVERTARGETPLATFORM_API= -DWINDOWSTARGETPLATFORM_API= -DWINVER=0x0601 -DWITH_APEX=1 -DWITH_APEX_CLOTHING=1 -DWITH_APEX_LEGACY=1 -DWITH_AUDIOCAPTURE=1 -DWITH_CEF3=1 -DWITH_CLOTH_COLLISION_DETECTION=1 -DWITH_COREUOBJECT=1 -DWITH_D3DX_LIBS=1 -DWITH_DEV_AUTOMATION_TESTS=1 -DWITH_DIRECTXMATH=0 -DWITH_EDITOR=1 -DWITH_ENGINE=1 -DWITH_FREETYPE=1 -DWITH_GAMEPLAY_DEBUGGER=1 -DWITH_HARFBUZZ=1 -DWITH_KISSFFT=1 -DWITH_LAUNCHERCHECK=0 -DWITH_LIBCURL=1 -DWITH_LOGGING_TO_MEMORY=0 -DWITH_MALLOC_STOMP=1 -DWITH_MLSDK=0 -DWITH_NVCLOTH=1 -DWITH_OGGVORBIS=1 -DWITH_PERFCOUNTERS=1 -DWITH_PERF_AUTOMATION_TESTS=1 -DWITH_PHYSX=1 -DWITH_PHYSX_COOKING=1 -DWITH_PHYSX_RELEASE=0 -DWITH_PLUGIN_SUPPORT=0 -DWITH_PORTAL_SERVICES=1 -DWITH_RECAST=1 -DWITH_RTAUDIO=1 -DWITH_SERVER_CODE=1 -DWITH_SPEEDTREE=1 -DWITH_SSL=1 -DWITH_UNREALEXR=1 -DWITH_UNREALJPEG=1 -DWITH_UNREALPNG=1 -DWITH_UNREAL_DEVELOPER_TOOLS=1 -DWITH_VS_PERF_PROFILER=0 -DWITH_XGE_CONTROLLER=1 -DWMFMEDIAEDITOR_API= -DWMFMEDIAFACTORY_API= -DWMFMEDIA_API= -DWORKSPACEMENUSTRUCTURE_API= -DWORLDBROWSER_API= -DXAUDIO2_API= -DXGECONTROLLER_API= -DXMLPARSER_API= -D_UNICODE -D_WIN32_WINNT=0x0601 -D__TBBMALLOC_BUILD=1 -D__UNREAL__ -D__WINDOWS_WASAPI__ -IF:/C++/UnrealEditor/UE_4.20/Engine/Source -IF:/C++/UnrealEditor/UE_4.20/Engine/Source/Runtime/Launch/Private -IF:/C++/UnrealEditor/UE_4.20/Engine/Intermediate/Build/Win64/UE4Editor/Inc/Core -IF:/C++/UnrealEditor/UE_4.20/Engine/Source/Runtime -IF:/C++/UnrealEditor/UE_4.20/Engine/Source/Runtime/Core/Public -IF:/C++/UnrealEditor/UE_4.20/Engine/Intermediate/Build/Win64/UE4Editor/Inc/CoreUObject -IF:/C++/UnrealEditor/UE_4.20/Engine/Source/Runtime/CoreUObject/Public -IF:/C++/UnrealEditor/UE_4.20/Engine/Intermediate/Build/Win64/UE4Editor/Inc/Engine -IF:/C++/UnrealEditor/UE_4.20/Engine/Source/Runtime/Engine/Classes -IF:/C++/UnrealEditor/UE_4.20/Engine/Source/Runtime/Engine/Public 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-IF:/C++/UnrealEditor/UE_4.20/Engine/Plugins/Media/AndroidMedia/Intermediate/Build/Win64/UE4Editor/Inc/AndroidMediaFactory -IF:/C++/UnrealEditor/UE_4.20/Engine/Plugins/Media/AndroidMedia/Source/AndroidMediaFactory/Public -IF:/C++/UnrealEditor/UE_4.20/Engine/Plugins/Media/AvfMedia/Source/AvfMediaEditor/Private -IF:/C++/UnrealEditor/UE_4.20/Engine/Plugins/Media/AvfMedia/Intermediate/Build/Win64/UE4Editor/Inc/AvfMediaEditor -IF:/C++/UnrealEditor/UE_4.20/Engine/Plugins/Media/AvfMedia/Source -IF:/C++/UnrealEditor/UE_4.20/Engine/Plugins/Media/AvfMedia/Source/AvfMediaFactory/Private -IF:/C++/UnrealEditor/UE_4.20/Engine/Plugins/Media/AvfMedia/Intermediate/Build/Win64/UE4Editor/Inc/AvfMedia -IF:/C++/UnrealEditor/UE_4.20/Engine/Plugins/Media/AvfMedia/Source/AvfMedia/Pu

        • Anastasia Kazakova says:

          Is it full log? Maybe you can attach it to the issue linked in the end of the blog post? Seems it’s the same issue… Feel free to follow it for the updates.

          • SimonPio says:

            Yes seems to be the same issue. However, I am not really confident with building etc. and therefore don’t know if my setup is wrong in some way.
            I am looking forward for updates

          • Anastasia Kazakova says:

            For MSVC (where the issue is just the same) seems it will be fixed in approx Visual Studio 2019 (16.0). There is a link in the ticket.

  23. Lamce says:

    I’m trying to use CLion for UE4 development and have successfully created a CLion project in UE4.20.3 and opened it in CLion 2018.3 EAP. I just have a couple problems, after generating the CLion project in UE4 I have to delete the .idea directory or the project will display only .uproueje and CMakefile…I also have no syntax highlighting or code completion. Any help would be appreciated

    • Anastasia Kazakova says:

      There is an issue with the way how UE4 open the project and CLion treats it – the project was not loaded in your case. I mentioned this problem in the end of the blog post – https://youtrack.jetbrains.com/issue/CPP-14457.
      As a workaround, you can do the following: close project in CLion, open it again pointing to the top-level CMakeLists.txt (not the directory, but the file itself) and answer ‘yes’ when CLion suggests opening as project. Meanwhile, we hope the fix be ready in one of the upcoming EAP builds, it’s on the way.

  24. LDK_Bagel says:

    Building on CLion UE4 for Linux Tutorial

    Hello, hopefully I am not too late to reply. I’ve been experimenting with Clion and have so far gotten it to work just as well as compiling Linux on Mac with xcode. The instructions are very similar, although you will need to make some adjustments.

    To build UE4 on linux, you will need to first generate the CMakeFile.txt using the “./GenerateProjectFiles.sh” command with the terminal.

    Afterwards, open the project with Clion. It will then proceed to scan and index the files, once that is done, you will need to configure the build. On the top dropdown menu that shows all the build Targets, first select ShaderCompilerWorker. Configure the settings so that the executable is FakeTarget and the working directory is the root folder of your UnrealEngine. For right now, ignore filling in ProgramArguments field.

    Next, you want to click the build button and let it finish building ShaderCompilerWorker. It will scan the dependencies and build the module. After it finishes, it says that it will begin scanning for dependencies for FakeTarget. At this point, you can go ahead and click the stop button (near bottom left corner red square button). This will stop the build and let you continue onto the next step.

    Once it stops, go back to the top drop down menu and select UE4Editor. Then Edit the Configurations, you will again need to put the same settings from before. Select FakeTarget as executable, directory as your UnrealEngine root folder. Leave ProgramArgument empty for right now. Then start the build. It will finish and you will need to stop the build once it starts scanning dependencies for FakeTarget.

    Finally, once the build is stopped, go back to edit configurations for UE4Editor and change the executable to UE4Editor found in /Engine/Binaries/Linux. Then change the ProgramArgument to “/Engine/Binaries/Linux/UE4Editor”. I have found that not using quotations will give you a warning, but the warning does not affect the outcome.

    If you want to build and compile your project, then you must, either use this command or create the CmakeFile from the editor.

    $ ./GenerateProjectFiles.sh -project=”/home/user/Documents/Unreal Projects/MyProject/MyProject.uproject” -game -engine

    To create the CmakeFile from the editor, go to plugins and make sure that CLion is turned on. Afterwards, go to your Editor Preferences, select the “Source Code” tab, and in the dropdown menu select CLion. Lastly, in the File Menu, you should now see the option to “Refresh Clion”. This will generate the Cmakefiles. Also you will see the option “Open Clion”. Depending on how you installed Clion, to run CLion from the editor you may need to modify the file “Engine/Plugins/Developer/CLionSourceCodeAccess/Source/CLionSourceCodeAcess/Private/CLionSourceCodeAccessor.cpp”.

    Replace “/opt/clion/bin/clion.sh” with your install location.
    // Linux Default Install
    if(FPaths::FileExists(TEXT(“/opt/clion/bin/clion.sh”)))
    {
    return TEXT(“/opt/clion/bin/clion.sh”);
    }

    By following this tutorial it will create a bare bones light UE4 editor. I am not certain if these instructions have equivalent results to those on “the building for Macs” instructions, but I have found that they work and if you need to compile the other modules, you can either follow similar steps to those above or simply compile the rest using the traditional “make” command in the terminal. But this will allow Linux users to build, test, and compile UE4 using the CLion IDE instead of only relying on Visual Studios.

    I have tested this to work on UE4.15 and UE4.20, will most likely work with all versions in between although the in Editor menus for CLion differ.

    • Anastasia Kazakova says:

      Thanks for such a nice instruction!
      Indeed, in the Unreal Editor the menu was updated with 4.20 only, there were also some fixes inside the UE4 code itself.

  25. Timo says:

    I’ve just converted my project from UE 4.19.2 to 4.21.0 and I am using CLion 2018.3, with the Unreal Engine SDK plugin installed.
    I have not set CLion as default for Source Editor, but only changed in the editor I’m currently experimenting with.

    When I choose Open CLion from the file menu in the editor, I first got CLion cannot open “project.sln”. After removing project.sln, the message said “Couldn’t find solution”.

    Additionally I’m using APlayerController, and when opening the .h file, CLion tells me “the file does not belong to any project target, code insight features might not work properly”.

    Finally I have a whole bunch of cpp files in my project view (e.g. AbcFile.cpp, AbilityTask_Repeat.cpp, NiagaraNodeReroute.cpp) which I don’t particulary need to see without some option to fold it all away.

    I’m new to CLion, so might be that I need to brush up on some basic concepts, but these finding came from following this flow that’s why I put them here.

    • Anastasia Kazakova says:

      You have to generate CMake project following the instruction in this post. CLion can’t work with .sln files (which is msbuild project model files).

  26. Cagdas says:

    I don’t know why but in my case Clion can’t detect the libs and classes even though I did escaped backslashes at CMakeList.txt

    https://imgur.com/rEEh7qS
    https://imgur.com/UzJPjyj

    I don’t know what’s wrong with my setup. Windows 10, Unreal Engine 2.21.1, Clion 2018.3

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