So I work on the same project on both a desktop at home and a laptop at uni. I keep my entire project on Google Drive, which lets me edit the same files on both computers, with them syncing instantaneously, without ever needing to download any kinds of updated files.
To actually edit the files, I use different instances of Unreal and Rider on each machine (the same versions, just installed locally on each computer). The problem is that I recently started using version control (Git with GitHub), and it's caused some complications that I would really love some help to figure out.
On GitHub, since I have access to the exact same files as my other computer, I set it up to sync to an existing repository, as if I had already cloned that repository. Everything works as intended, and I'm able to commit changes the exact same way.
However, I have an issue when trying to actually work with the files locally. Rider set up my solution for me with Unreal Engine, so in the solution, it has both my game's files and Unreal's engine files included (which I obviously need to program anything with Unreal Engine, like CoreMinimal.h). But when it set up the solution, it was doing so with the instance of Unreal installed to my desktop. So now Rider doesn't know how to handle the Unreal engine files, since they're not on this computer. Well, they are on this computer, but they are in a completely different location:
Here you can see my game (Kingdoms)'s solution, which includes Unreal's engine code and the game's source code. Since it can't find Unreal, everything is broken.
Does anyone know how I can fix this?
Thanks in advance!
Edit: The only fix I can think of is deleting all of the temporary files (intermediate, binaries, etc.) from the project files and regenerating them. But I'm scared that that could mess everything up even more somehow, so I'm very hesitant to try it without hearing some advice from others first.