UE5 Rider Setup Nightmarish Looking for Help

Answered

(This issue is mostly resolved a lot of it seems related to how Unreal handles stuff)

1. Be sure you are installing the plugin to the Game only not the engine (the engine will not work due to some lockdowns by Unreal)

2. use Ctrl + Alt + F11 to run live builds

3. After you close Unreal out run a normal build in Rider to ensure all code is up to date. This helps alleviate the issues I've had with blueprints no longer being linked to code

 

I am trying to set Rider up after switching to Unreal5 and I can only describe it as extremely disheartening. Googling around has turned up few resources and references.

My issues at first I thought were  based around the fact that The plugin can only be installed in the game and not the engine.

A quick fix, but my issues progressed far worse from there.

What is happening?

I will create a c++ file inside Unreal example: TestChar based off the Character class.

It builds, I can create a blueprint off it - I can place it in the world. I save
I close out of unreal and come back into the engine after.
The c++ file is gone - the blueprint no longer finds the class it is related to:

Blueprint could not be loaded because it derives from an invalid class.  Check to make sure the parent class for this blueprint hasn't been removed! Do you want to continue (it can crash the editor)?

In order to even get the c++ class to show up I have to totally rebuild my project and even then the blueprint STILL doesn't find the class after it returns to the project.

Can someone fill me in here? What broke so bad with Rider in UE5? Did I set it up wrong? Am I missing some kind of configuration? I've googled for guides setting up UE5 and Rider but haven't found much.

I was going to buy Rider after having a great deal of success with it in UE5 but I'm glad I held off with how awful it seems in UE5. I really don't want to shy away from what I thought was a great IDE - but the comical thought that I cannot open a project without having to reload my whole entire code and then remake all the blueprints is just not going to happen.

EDIT:
It appears if I choose "Run" and open the project through rider directly these things show up as working. However, this is far from Ideal. Is there any way to fix this?

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13 comments

I disabled Live Coding and it seems to resolve the issue... This is super bizarre stuff. If anyone knows a workaround for this but to keep live coding let me know!

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I am trying to set Rider up after switching to Unreal5 and I can only describe it as extremely disheartening. Googling around has turned up few resources and references.

My issues at first I thought were  based around the fact that The plugin can only be installed in the game and not the engine.

A quick fix, but my issues progressed far worse from there.

What is happening?

I will create a c++ file inside Unreal example: TestChar based off the Character class.

It builds, I can create a blueprint off it - I can place it in the world. I save
I close out of unreal and come back into the engine after.
The c++ file is gone - the blueprint no longer finds the class it is related to:

Blueprint could not be loaded because it derives from an invalid class.  Check to make sure the parent class for this blueprint hasn't been removed! Do you want to continue (it can crash the editor)?

In order to even get the c++ class to show up I have to totally rebuild my project and even then the blueprint STILL doesn't find the class after it returns to the project.

Can someone fill me in here? What broke so bad with Rider in UE5? Did I set it up wrong? Am I missing some kind of configuration? I've googled for guides setting up UE5 and Rider but haven't found much.

I was going to buy Rider after having a great deal of success with it in UE5 but I'm glad I held off with how awful it seems in UE5. I really don't want to shy away from what I thought was a great IDE - but the comical thought that I cannot open a project without having to reload my whole entire code and then remake all the blueprints is just not going to happen.

EDIT:
It appears if I choose "Run" and open the project through rider directly these things show up as working. However, this is far from Ideal. Is there any way to fix this?

I Have same issue 

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Paujintrack live coding disables the ability to build with Rider.
It does work but there are a few key things i've figured out.
1. Be sure you are installing the plugin to the Game only not the engine (the engine will not work due to some lockdowns by Unreal)

2. use Ctrl + Alt + F11 to run live builds

3. After you close Unreal out run a normal build in Rider to ensure all code is up to date. This helps alleviate the issues I've had with blueprints no longer being linked to code

Hope that helps you. Its weird getting used to live coding but if you don't like it you can disable it in unreal and go back to hot builds. (There's a code build button in the bottom right you can click instead of C+A+F11 to build and it also lets you disable it there. The advantage of live coding over hot builds is less restarts which is nice given the engine's sometimes long load times.

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Same issue here. Would really love to hear a fix or a time frame on when this issue will be resolved. 

0

(This issue is mostly resolved a lot of it seems related to how Unreal handles stuff)

1. Be sure you are installing the plugin to the Game only not the engine (the engine will not work due to some lockdowns by Unreal)

2. use Ctrl + Alt + F11 to run live builds

3. After you close Unreal out run a normal build in Rider to ensure all code is up to date. This helps alleviate the issues I've had with blueprints no longer being linked to code

 

I am trying to set Rider up after switching to Unreal5 and I can only describe it as extremely disheartening. Googling around has turned up few resources and references.

My issues at first I thought were  based around the fact that The plugin can only be installed in the game and not the engine.

A quick fix, but my issues progressed far worse from there.

What is happening?

I will create a c++ file inside Unreal example: TestChar based off the Character class.

It builds, I can create a blueprint off it - I can place it in the world. I save
I close out of unreal and come back into the engine after.
The c++ file is gone - the blueprint no longer finds the class it is related to:

Blueprint could not be loaded because it derives from an invalid class.  Check to make sure the parent class for this blueprint hasn't been removed! Do you want to continue (it can crash the editor)?

In order to even get the c++ class to show up I have to totally rebuild my project and even then the blueprint STILL doesn't find the class after it returns to the project.

Can someone fill me in here? What broke so bad with Rider in UE5? Did I set it up wrong? Am I missing some kind of configuration? I've googled for guides setting up UE5 and Rider but haven't found much.

I was going to buy Rider after having a great deal of success with it in UE5 but I'm glad I held off with how awful it seems in UE5. I really don't want to shy away from what I thought was a great IDE - but the comical thought that I cannot open a project without having to reload my whole entire code and then remake all the blueprints is just not going to happen. jnt track

EDIT:
It appears if I choose "Run" and open the project through rider directly these things show up as working. However, this is far from Ideal. Is there any way to fix this?

I seen same problem i want to fix it but fail...

0

I've been struggling with the same issues. When your C++ class vanishes on reload you can (mostly!) click the live code button in unreal and everything starts to work again, but occasionally you get orphaned classes which the editor seems unable to fix. Even if it works, saving everything in Unreal then restarting causes everything to break again. Eventually you end up with such a mess a live compile won't fix it.

None of this is extensively tested but I've been experimenting and had been fixing this by creating a batch file to delete everything in the binaries folder. A desktop shortcut to a "CleanUp.bat" in <your project location>\binaries\ that contains:

cd Win64
del *.*

This allowed me to rebuild from Rider, restart Unreal and (assuming the project wasn't too badly broken) fix the problem.

 

More recently I've begun to think that this is due to the way I open the project. If you've got a .uproject open it seems that "Rebuild solution" does not rebuild the unreal editor files and, being a newbie myself, I couldn't work out how to get Rider to rebuild the engine. If I open the .sln I can then rebuild the entire project to remove the live code patches and, so far, stop losing blueprint build. 

If I open Unreal to find broken BPs I shut it down straight away without saving, rebuild everything from Rider, and re-open to find all the build present and correct. 

BTW: If you plan to try this don't forget to set your Unreal Editor preferences to use "Rider" not "Rider Uproject" or Rider will keep reverting to the .uproject file.

 

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Hello,
I’m probably missing something… I’ve got Rider and Unreal 5 installed but I can’t find how to make them work together… I think I’m missing the compiler for c++. And when I try to create c++ project in Unreal Editor it also says that I’m missing a compiler. But what exactly do I need to install?

While installing Rider I’ve installed .NET environment (not sure if I even need .NET but there wasn’t any better option, like c++ or something). Then I installed “Windows SDK”, but it didn’t help (I thought the SDK contains the compiler, doesn’t it?). I’ve also tried installing “.NET Framework 4.8 Developer Pack”, but that didn’t resolve the issue either… The only other problem I can think of is that the SDK is not correctly setup in PATH (so UE and Rider can’t find it), but i have no idea how to configure that…

Or do I need special version of Rider for use with Unreal? If I understand it correctly, the “Rider for Unreal” got merged into the standard “Rider”, right? It looks like it’s the case because when i go to and click download I get redirected to the standard one, and I can’t find the special “Rider for Unreal” download…

I uninstalled Rider before installing VS, and then built my project with VS. It also rebuilds the UE5 engine so it took about an hour for me.

Finally you can install Rider (current version supports UE5).

I’m currently working on how to use rider for 157 cargo tracking check UE5 projects, would you please be so kind to tell me more of it (That how to use Rider for UE5)? I’m kind of a begginer on this ,so I don’t really know how to operate , espesscially about the details.

I’m from China and I’m learning how to build games now.
You can simply e-mail me.

But JetBrains does not have any instructions on how to set it all up…

Thanks for help!

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Hello Collen,

Thank you for contacting Rider support.

You need a bunch of tools installed on your machine to be able to build and compile Unreal Engine projects. The missing compiler you were complained about is MSVC C++ compiler.
At the moment, Rider leverages MSVC to build the Unreal Engine projects on Windows because Unreal Engine itself heavily depends on MSVC. This is unlikely to change in the short term, but we are aware of this issue and we are working on it.

The easiest way to get the components required for C++ Unreal development is to install Visual Studio.
The convenient way to get them in Rider without installing the Visual Studio is by downloading the Microsoft Build Tools launcher (you will not get the Visual Studio, but the required components only).
You can download the Build Tools Manager via this link.

You also need a .NET SDK 5.0+ for Unreal Engine 5. There you can download it. Probably you already have it installed.
.NET Core 3.1 is bundled with UE5.

There on the screenshot, you can see the minimal components you need to install from Build Tools Manager/Visual Studio.
 

I don't understand how the "157 cargo tracking check " link you shared relates to Rider and Unreal Engine. Would you mind elaborating on that?

Please try the following steps and let me know if you encounter any difficulties:

  • When you installed Rider and ensured that you have the required tools installed, create and open the UE project in Unreal Engine editor.
  • Open `Edit | Editor Preferences | General | Source Code | Source Code Editor` and select `Rider` (.sln) or `Rider Uproject` (.uproject) (Depends on what project model you want to use);
  • You will be prompted to restart the Unreal Engine. Please restart it;
  • Select `Tools | Open Rider`. Rider would open the current project;
  • You will be prompted to install the `RiderLink` plugin which enables the extra integration features. Please install it. If no prompt appears, select `File | Settings | Languages & Frameworks | Unreal Engine | Install RiderLink in Game`;
  • Close Unreal Engine editor;
  • Launch the project from Rider via the `▶` Run button.

Have a nice day!

0

Hello,
I’m probably missing something… I’ve got Rider and Unreal 5 installed but I can’t find how to make them work together… I think I’m missing the compiler for c++. And when I try to create c++ project in Unreal Editor it also says that I’m missing a compiler. But what exactly do I need to install?

While installing Rider I’ve installed .NET environment (not sure if I even need .NET but there wasn’t any better option, like c++ or something). Then I installed “Windows SDK”, but it didn’t help (I thought the SDK contains the compiler, doesn’t it?). I’ve also tried installing “.NET Framework 4.8 Developer Pack”, but that didn’t resolve the issue either… The only other problem I can think of is that the SDK is not correctly setup in PATH (so UE and Rider can’t find it), but i have no idea how to configure that…

Or do I need special version of Rider for use with Unreal? If I understand it correctly, the “Rider for Unreal” got merged into the standard “Rider”, right? It looks like it’s the case because when i go to and click download I get redirected to the standard one, and I can’t find the special “Rider for Unreal” download…

I uninstalled Rider before installing VS, and then built my project with VS. It also rebuilds the UE5 engine so it took about an hour for me.

Finally you can install Rider (current version supports UE5).

I’m currently working on how to use rider for UE5 projects, greenryenthusiast would you please be so kind to tell me more of it (That how to use Rider for UE5)? I’m kind of a begginer on this ,so I don’t really know how to operate , espesscially about the details.

I’m from China and I’m learning how to build games now.
You can simply e-mail me.

But JetBrains does not have any instructions on how to set it all up…

Thanks for help!

0

Hello,

Please find the answer in this post. Should you have any other questions or difficulties, please let me know.

0

I've been struggling with the same issues. When your C++ class vanishes on reload you can (mostly!) click the live code button in unreal and everything starts to work again, but occasionally you get orphaned classes which the editor seems unable to fix. Even if it works, saving everything in Unreal then restarting causes everything to break again. Eventually you end up with such a mess a live compile won't fix it.

None of this is extensively tested but I've been experimenting and had been fixing this by creating a batch file to delete everything in the binaries folder. A desktop shortcut to a "CleanUp.bat" in <your project location>\binaries\ that contains:

cd Win64
del *.*

This allowed me to rebuild from Rider, restart Unreal and (assuming the project wasn't too badly broken) fix the problem. Serene Behavioral Health

 

More recently I've begun to think that this is due to the way I open the project. If you've got a .uproject open it seems that "Rebuild solution" does not rebuild the unreal editor files and, being a newbie myself, I couldn't work out how to get Rider to rebuild the engine. If I open the .sln I can then rebuild the entire project to remove the live code patches and, so far, stop losing blueprint build. 

If I open Unreal to find broken BPs I shut it down straight away without saving, rebuild everything from Rider, and re-open to find all the build present and correct. Dream Gold Beds

BTW: If you plan to try this don't forget to set your Unreal Editor preferences to use "Rider" not "Rider Uproject" or Rider will keep reverting to the .uproject file. best female sexologist in rawalpindi islamabad

Thanks for the information

0

I am currently facing significant challenges in setting up Rider with Unreal Engine 5 (UE5). The process has been unexpectedly difficult, and I find myself in need of help to navigate through these complex configuration issues.

Details:

  • Primary Issue: The integration of Rider with UE5 is proving to be more problematic than anticipated. I'm encountering various errors and unexpected behaviors that are hindering progress.
  • Specific Challenges: The challenges include, but are not limited to, difficulty in getting Rider to recognize UE5 project files, issues with code completion and IntelliSense, and problems in debugging within the UE5 environment.
  • Previous Attempts: I have tried following the standard setup guides and troubleshooting steps available online, but these have not resolved the issues.
  • System Specifications: [Include details about your computer, operating system, version of UE5, and version of Rider]
  • Error Logs/Screenshots: [Attach any relevant error logs or screenshots that might help in diagnosing the problem]

Regard: https://picktracking.com/

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Hello,

I am sorry to hear that you have run into these issues . I would appreciate it if you could elaborate on it and share additional information as described below:

  • Your OS;
  • Did you install Engine from Epic Games Launcher or build it from sources on GitHub?
  • What project file do you open? (<Game>.sln/<Game>.uproject/UE5.sln/Default.uprojectdirs)
  • Fullscreen screenshots that demonstrate issues and the errors (if there are any) you see;

Thank you in advance and have a nice day!
 

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