Matthew Davey edited this page Dec 9, 2017 · 9 revisions

Welcome to the CLionSourceCodeAccess wiki!

This is just a start to the plugin, obviously its feature set will expand over time. The end goal is to have a drop in plugin that doesn't require setup, and is fully functioned compared to UnrealVS and XCode.

HEY! If your project is not a code (C++) project, or you do not have any code files in your project. UE will NOT compile the plugin upon start. You MUST add an empty C++ file to the project from inside of the editor. There is a little helper available inside of UE too!

  1. Setup
  2. Usage
  3. CMakeList

Usage Walkthrough

A "little video" showing off how the plugin works, and "one" possible workflow.

Possible Windows Install Steps

If you are a Windows user, there are some specific steps needed to make the plugin/CLion work with Unreal.

  • Install MSYS2 with packages:
    • mingw64/mingw-w64-x86_64-gcc
    • mingw64/mingw-w64-x86_64-clang
    • mingw64/mingw-w64-x86_64-make
    • mingw64/mingw-w64-x86_64-cmake
    • mingw64/mingw-w64-x86_64-gdb (optional)
  • Install CLion and setup toolchains:
    • MinGW home: [MSYS2 install location]/mingw64
    • CMake path: [MSYS2 install location]/mingw64/bin/cmake.exe
  • Add "Win64" element to WhitelistPlatforms section of the .uplugin file
  • Configure the plugin:
    • C Compiler: [MSYS2 install location]/mingw64/bin/clang.exe
    • C++ Compiler: [MSYS2 install location]/mingw64/bin/clang++.exe
  • Setup CLion as source code editor (optional)
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