Unreal Engine uses macros to mark types and type members as available to the reflection system, allowing these structs, classes and enums to be used in Blueprints, as well as be listed and editable in the Unreal Editor. These macros don’t always introduce new code, so it’s not possible to provide full support simply based on existing language features. ReSharper C++ has specific support for Unreal’s reflection macros. It recognises them without waiting for the whole project to be parsed, and understands where they should be used, how, and with what parameters. Check out the video to see how ReSharper C++ provides quick documentation tooltips, code completion, Live Templates and even inspections and quick fixes!
UPD. Rider for Unreal Engine Public Preview is now launched. Rider is already well known in the worlds of .NET and Unity game development and we are now ready to take on the world of Unreal Engine development! First-class C++ support, no compromises on IDE performance, knowledgeable about Blueprints, assists with the Unreal Engine reflection mechanism, understands HLSL – it’s all about Rider for Unreal Engine. Join the Early Preview now!
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