#wdym by native c++? like something done

1 messages · Page 1 of 1 (latest)

pseudo sigil
#

yeah, no unreal macros at all, nor unreal types.

pearl aspen
#

why?

#

just for the memes of not using unreal build system?

pseudo sigil
#

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

rain saddle
#

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

pseudo sigil
#

The problem I'm seeing is that Rider doesn't allow you to apply different naming conventions to different parts of the project

rain saddle
#

because they should be different projects to begin with?!

pseudo sigil
#

so should it be a library?

pearl aspen
#

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

rain saddle
#

people handle it different ways, some do it the library way, other make a module out of it

pearl aspen
#

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

pseudo sigil
#

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?

pearl aspen
#

what naming conventions you talk about?

#

compiler does not force anything

pseudo sigil
#

by default, rider is hinting you with the Unreal's naming conventions

pearl aspen
#

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

pseudo sigil
#

but we need to enforce naming conventions, at least on the CI/CD stage

pearl aspen
#

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

pseudo sigil
#

cool, thanks for your help @pearl aspen !! And nice to meet you 🙂

pearl aspen
#

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)