Rider for Unreal Engine: How to manage with source code (.gitignore)?

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Perhaps unadvisedly I'm using Rider for a production game due out next year, but it appears to be stable enough at the moment. We're struggling with an issue with source code however and starting up the application. Specifically after checking in and pulling on another system, Unreal complains about a Rider plugin that needs to be recompiled, then fails. I think there's a *.lib which needs to be checked in. 

 

  • Can you advise us for which files for Rider UE need to be in source control?
  • Does the *sln file need to be checked in? 
  • What is the recommended way to start the system - Rider first then start debugging UE, or vice versa? 

 

 

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Hi Dan! 

Please, accept our apologies for the delay. 

As I can see, you created RIDER-45008 and already discussed this topic with our developers.  

Please, let me know if I miss something and you need any other help.

Have a good day! 

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