I've been using Rider for Unreal for the past 3 weeks, and overall I'm very happy with it. I took notes as I learned, so here's a feedback dump. I can make tickets for relevants points if needed.
For context, I've been using VS and R# for over 10 years, as well as some Rider for Unity. I have quite a bit of C++ and some Resharper++ experience, but I'm new to Unreal.
- Hooking the debugger to an already-running editor is much less friendly than in Unity, and last I tried it didn't actually work (breakpoints didn't trigger), I had to kill UE and launch it from Rider... but then I lost hot-reload :(
- Is there any difference between opening the .uproject or the .sln? or opening from Unreal via File > Open Rider (ie auto-establishes a connection to the editor)?
- Having the Engine project in the solution can make "go to everything" very verbose! I'd love to be able to filter only my game project(s), the way "Find in Files" does.
- Live templates not always available: eg UCLASS, I've seen it work a while ago, but now it just won't show in the autocomplete list. I know I use it in the proper context (top level of a .h file), because if I remove "in Unreal Engine solutions" from its Availability, it now shows and works... so what exactly defines that the current solution is an Unreal one? (I tried both the .uproject and the .sln, doesn't work either way.)
BTW it might be better UX if those templates appeared in a different category altogether, eg "C++ Unreal".
- As a side-note I'd like to filter the autocomplete dropdown to only show live templates, if that feature exists...
Not specific to Unreal, but overall C++ support: I'm missing many refactorings from C#!
Overall the integration of Unreal-specific idioms is awesome! I want more :)
Lastly, is there any plan to bring the UE integration features to Resharper++? the same way that Unity support is available both in Rider and R#.