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Just want to +1 that Rider for Unreal [1] is GREAT. It's also totally useable for non-Unreal C++ projects. Things like code inspection (e.g. goto definition/find usage/etc) and refactoring are actually fast, unlike Visual Studio. I've got a few quibbles about low-level (think asm) debugging, but I've pretty much moved exclusively to Rider at this point.

The Unreal-specific stuff is nice as well: being able to see what blueprints override a uproperty or implement an event is a huge time saver for AAA-scale codebases.

(Not affiliated with Rider, just a big fan)

[1] https://www.jetbrains.com/lp/rider-unreal/



Rider was damn good compared to Visual Studio, been over a year since I used it and was still in beta then as well


Do you think it is possible to use IL2CPP within Rider for Unreal? Then C# could be used in RFU.


No, IL2CPP is proprietary Unity tech.




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