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Unreal Engine Configuration

Ramon Viladomat edited this page Dec 7, 2021 · 1 revision

In this page we will show how to use Struct Layout with Unreal Engine 4 projects and any known steps for troubleshooting.

The extension has specific code to detect an Unreal project and perform the needed steps to extract all the needed information to parse properly the files. Of course, each project can have its own nuances, because of that configuration tweaks can be done in the Extension Options window.

When processing a query in Unreal it will perform the regular steps for a Visual Studio project plus some extra Unreal specific steps, like Module extraction and PCH alias generation.

Unity builds

Unreal uses Unity files in order to build faster. This might lead to some missing #include dependencies in some of the files making a single file parsing fail while the overall compilation still works.

Issue with PrimaryAssetId operator == and !=

There is a compilation error that occurs at the PrimaryAssetId.h with the operator == and !=. This issue should already be fixed in current versions of UE4. In case you still see it, the fix can be seen at the pull request.

PCH Alias

Unreal generates some pch files inside the Intermediate folder. Those are not compatible with clang, but clang will try to use them and failing in the process. Because of that, when this situation happens, the extension will create an alias for the given force included file with the prefix SL_ inside the same folder.

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