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ML_Umberto_Carletti
Junior Member
 
17 Posts |
Posted - Apr 29 2025 : 03:37:53 AM
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I think it would be OK to support the two main project structures proposed by epic https://dev.epicgames.com/documentation/en-us/unreal-engine/managing-game-code-in-unreal-engine At the moment you fully support the "Foreign Projects" installation type. You could add support for "Native Projects" setup. We use that one and probably all major studios do as well. Following Epic guide lines, maybe it would be enough to look for "Engine" in the path, and an option to specify if is Native/Foreign projects. This way we can choose if look for the engine dir in "C:\Program Files" or ".\<projectroot>\Engine"
As for VA not picking up symbols, I think that since it takes roughly 2 mins for a full DB rebuild, if I start doing stuff like compiling while VA is still scanning, some symbols never get scanned until I manually open the file containing them. As I mentioned in the other comment I don't have exact repro steps. |
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feline
Whole Tomato Software
    
United Kingdom
19247 Posts |
Posted - Apr 29 2025 : 08:56:48 AM
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Interesting link, and that should make locating the engine easier, at least some of the time.
For VA missing symbols, do you remember any of the cases when this happens? I am wondering if its a "predefined" symbol, one that will show up if I simply download the raw UE source code, or a symbol generated from compiled code, including the UE pre-compiler. A "simple" theory here is files that appear after we have generated the list of files to parse, so we don't know to parse them until you manually open the files.
I have never noticed this happening, but I don't work in UE, I simply go digging in it when someone reports a problem. |
zen is the art of being at one with the two'ness |
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superzmy
Senior Member
  
China
36 Posts |
Posted - May 20 2025 : 02:51:14 AM
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quote: Originally posted by feline
VA 2025.1 has just been released, and the release notes contain the rather helpful line:
New Added support for excluding C# files being parsed with a "settings.json" file.
You can download the new build from here:
https://www.wholetomato.com/downloads
what is excluding c# ? May I exclude some dir of different version source dir, which are placing together? My dir are x:\source(svn) x:\source(svn)\verA\vsproj\.sln x:\source(svn)\verA\vsproj\.vsxproj x:\source(svn)\verA\*.cpp x:\source(svn)\verB x:\source(svn)\verC When I editing VersionA, sometime verB verC ver D symbol are all come into VA symbol window. Sometime I use alt G and Edit for some minutes, I found i am in VerC so waste my time. I want some.json in verA to tell VA not to read verB and verC. |
Edited by - superzmy on May 20 2025 02:51:35 AM |
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feline
Whole Tomato Software
    
United Kingdom
19247 Posts |
Posted - May 20 2025 : 12:57:24 PM
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The conversation about excluding C# files is that there was a bug, recently fixed, where the exclude rules were not excluding C# files, even though the exclude file said to do so.
Based on some tests here, if you make the file:
x:\source(svn)\verA\vsproj\.vscode\settings.json
and give the file the content:
{
"files.exclude": {
"../verB" : true,
"../verC" : true
}
} this should work.
After saving out the file, I would press the button:
VA Options -> Performance -> Rebuild symbol databases
and restart the IDE, to make sure that VA's symbol database is cleared out, since it will probably still be remembering files otherwise. |
zen is the art of being at one with the two'ness |
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ML_Umberto_Carletti
Junior Member
 
17 Posts |
Posted - Oct 28 2025 : 06:51:51 AM
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Hello. is there any news for:
1. Support for unreal Native Project installation 2. Slow down on "OpenFile in Solution" when using .vscode\settings.json for file exclusions in big solutions case=165513 3. Precompilation with UHT case=165519 |
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feline
Whole Tomato Software
    
United Kingdom
19247 Posts |
Posted - Oct 28 2025 : 10:40:51 AM
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I have no idea what you mean by point 1. Most of my tests are done with the version of Unreal Engine installed by the Epic Games Launcher, which would seem to be native project installation, and VA certainly works well there.
For point 2, if you show the OFIS dialog settings by clicking on the gear icon in the top right hand corner, do you have "Include all files in solution directories" turned On or Off? I recently spent a while helping another user who had terrible performance in the OFIS dialog, and this setting was the root problem, since VA was pulling in millions of files that were not part of the solution, and not actually desired to begin with. So instead of trying to filter the dialog down with the settings.json file, the solution was to turn Off this setting.
Point 3, no progress yet on this. It is an interesting idea, and I do see how this would help, but it is still in our list of new features to consider for now. |
zen is the art of being at one with the two'ness |
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ML_Umberto_Carletti
Junior Member
 
17 Posts |
Posted - Oct 29 2025 : 04:24:23 AM
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1. A few months back we talked about this. I think you have support for "Foreign Project". We have "Native Project" setup. It seemed to me like some issues could derive from the fact that the Engine source code is treated as the project source code.
2. I downloaded the latest version of VA, I have "Include all files in solution directories" on OFF, and still can reproduce the error. the "[loading...]" time is really long every time I open OFIS
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feline
Whole Tomato Software
    
United Kingdom
19247 Posts |
Posted - Oct 29 2025 : 12:48:35 PM
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If you turn Off:
VA Options -> Advanced -> Performance -> Do not parse files excluded by .vscode\settings.json (requires restart)
how many files are you dealing with in the OFIS dialog? I had to put together some rather large test cases recently, and I have one test solution where the dialog list 2,900,598 files. So just under 3 million files... and it takes just a handful of seconds to populate.
What sort of size are you dealing with? I am wondering if the settings.json file is the right approach in your situation.
For different ways of structuring Unreal Engine projects, I am going to have to try and configure a test case here to study. |
zen is the art of being at one with the two'ness |
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ML_Umberto_Carletti
Junior Member
 
17 Posts |
Posted - Oct 30 2025 : 09:36:35 AM
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with .vscode\settings.json i got 38317 files, without .json are 100677. i filtered almost 190 path from settings.json.
I remember when you opened case 165513 you managed to reproduce the problem (and attached the my settings.json to the case). I'm still experiencing the same problem and for what I can see from the release notes it hasn't been fixed. Not all the plugins excluded are in use, but unfortunately I cannot remove them from my project folder. Thus I was trying to at least filter them out. |
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feline
Whole Tomato Software
    
United Kingdom
19247 Posts |
Posted - Oct 30 2025 : 1:00:41 PM
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OK, at this number of files, the OFIS dialog should not be having any speed problems. From memory, the real problem here was the large number of exclude rules you were using.
Have you tried using the persistent edit control to add exclude files inside the OFIS dialog? This still leaves VA parsing the "unwanted" files, so they will be targets for Alt-G, etc, but this might perform better, especially if there were a few key directories that held most of the files you wanted to exclude.
Better handling of the settings.json file would help quite a few users, so it is something I would like to see, but this might be an immediate step that would help you. |
zen is the art of being at one with the two'ness |
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