Early Access Program

ReSharper C++ Starts the 2022.1 EAP

Welcome to ReSharper C++’s first Early Access Program of 2022!
ReSharper C++ 2022.1 EAP

If you’re not familiar with our Early Access Program (EAP), this is our program where we roll out free-to-use preview builds each week for developers to test with their code. The EAP builds let you try out all the latest improvements, but you should note that these builds might be unstable since they are works in progress. You can get the EAP builds via the Toolbox App or download them from our website.


Special thanks

Before we dive into the new EAP cycle, we’d like to give a big shout-out to all of our 2021.3 Early Access Program users for their valuable feedback. Special thanks go to the most active contributors:

  • Serge Kork
  • Alexey Suslov

As usual, we rewarded the most active EAPers with free one-year product licenses, which they can use to get a new subscription, extend their current one, or pass it along to a friend or colleague. We are also sending a special swag pack to all the active contributors from the past year, so please check out your email regarding delivery details. We love hearing from you, and every issue submitted is very much appreciated!

Roadmap for ReSharper C++ 2022.1

If you haven’t had a chance to check out the new features in 2021.3, please visit the What’s New page for the details about support for Visual Studio 2022, Unreal Engine file templates, and new C++20 and C features. We’re already working on some cool stuff for the next version!

What are we planning to do in 2022.1? For this release, we decided to take a different approach and will mostly address quality and performance issues and fix bugs. We’ve reviewed our issue tracker, and we’ll try to fix the really annoying bugs. Feel free to vote or leave a comment on the corresponding ticket so we know which ones are most important to you.

Of course, we’re still working on improving Unreal Engine features. As you may know, ReSharper C++ is the backend of Rider for Unreal Engine, which is now coming out of the preview phase and is already merged into the regular Rider EAP builds. This means Unreal Engine support in Rider is closer to being officially released, and we’re working hard to make it happen as flawlessly as possible.

Quality Improvements

As this is a quality-focused release with Unreal Engine as the top priority, we’d like to highlight some of the important Unreal-related fixes we’re delivering in this EAP build:

  • We’ve supported Unreal Engine 5 built-in preprocessor macros in the .Build.cs and .Target.cs files (RIDER-45134).
  • We no longer suggest C# features that are too modern in the .Build.cs and .Target.cs files on Unreal Engine 4 (RIDER-72371).
  • ReSharper C++ now reads the list of valid reflection specifiers directly from the currently used version of Unreal Engine, so it offers you only applicable items in code completion and shows up-to-date documentation.
  • We’ve fixed the issues caused by DOREPLIFETIME_WITH_PARAMS_FAST and MARK_PROPERTY_DIRTY_FROM_NAME push model macros – ReSharper C++ now is aware of entities generated by the replication system, such as ENetFields_Private enum (RSCPP-31032).

For the full list of fixed issues, please refer to our issue tracker.

As a bonus, this EAP build also brings a new way to quickly consult the Unreal Engine documentation about the details of some class, symbol, or function. You can now click Read more in the Quick Documentation pop-up (Ctrl+Shift+F1) to open the corresponding page in your browser.

Embedded links to the Unreal Engine documentation

That’s all for today! Check out the new EAP build and share your feedback with us using our issue tracker or in the comments below.


Your ReSharper C++ team
The Drive to Develop

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