#wdym by native c++? like something done
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because in the near future I probably will be using another frontend (maybe some graphical lib)
it is not for a game, it's a professional 3d project
you can look at the build scripts of unreals third party library dependencies and use that to build your own lib
then you can bundle it with your module
The problem I'm seeing is that Rider doesn't allow you to apply different naming conventions to different parts of the project
because they should be different projects to begin with?!
so should it be a library?
you could just write your code as you want. dedicate a module to your things, enable RTTI for module
and simply don't use unreal types in it
the only mandatory is IMPLEMENTS_MODULE one line in one cpp file
everything else is optional
people handle it different ways, some do it the library way, other make a module out of it
real thirdparty dll linked to unreal engine works too
its kinda pain if you develop it simultaniously with unreal glue
as you have to have two IDE instances open - one for unreal project, one for dll project
easier to just write it in a module, self-restricting usage of unreal then separate later into standalone dll
yeah, the second option sounds much better
but how do I prevent the naming conventions warnings from unreal c++? If I turn it off from settings, then it's like there's no naming conventions warnings applied at all
is it a bug?
by default, rider is hinting you with the Unreal's naming conventions
if you mean intellisense/rider hints - just turn them off
just turn it off
set severity to "do not show" on any nonsense you dont want to see
but we need to enforce naming conventions, at least on the CI/CD stage
like consting/staticing every function
you write code - set up own standard on naming and follow it without IDE guidance
and when working in unreal follow unreal scheme, when working in your library follow library scheme
there is no way in rider or resharper or vs to set "these paths use X convention"
usually it is a project -level setting
so it become an annoyance on large diverse codebases
solution is just turn it off and people follow the convention of code around
with code reviews
cool, thanks for your help @pearl aspen !! And nice to meet you 🙂
setting up shared IDE settings is part of team setup. rider/resharper supports that.
in that shared settings layer you can set various inspection severity levels and settings.
this way new members will simply clone repo, open ide and have initial basis.
this prevents various common usage generic actions like "make function const" not causing project const poisoning or changing behavior (like interaction of BlueprintCallable and const)