Download Rider for Unreal Engine Development: The Ultimate IDE for Game Developers
Download Rider Unreal: A Guide for Game Developers
If you are a game developer working with Unreal Engine, you might be looking for a fast and powerful IDE that can handle your C++ and Blueprints code. In this article, we will introduce you to Rider for Unreal Engine, a cross-platform IDE from JetBrains that offers smart C++ and Blueprints support for Unreal Engine development. We will also show you how to download and install Rider for Unreal Engine, and how to use its features to create amazing games.
What is Rider for Unreal Engine and why use it?
Rider for Unreal Engine is a cross-platform IDE that operates on Windows, macOS, and Linux. It is powered by ReSharper C++, a plugin for Visual Studio that provides cutting-edge native support for modern C++. Rider for Unreal Engine inherits all the features and benefits of ReSharper C++, such as code inspections, quick-fixes, refactoring, code generation, and more. It also adds missing #includes automatically and ensures good coding style and accuracy.
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But Rider for Unreal Engine is not just a C++ IDE. It also supports Unreal Engine reflection mechanism, Blueprints, Remote Procedure Calls, and other Unreal-specific features. It integrates with Unreal Editor, allowing you to open Blueprints in the editor, manage your game from the IDE, and follow the enhanced version of the Unreal Editor log. It also supports running and testing Unreal Engine games from within the IDE.
Rider for Unreal Engine is designed to speed up the process of game development and make it more enjoyable. It is fast, responsive, modern, customizable, and easy to use. It is also compatible with other JetBrains products, such as CLion for cross-platform C++ development, or Unity for Unity game development.
How to download and install Rider for Unreal Engine
Software requirements and compatibility
To use Rider for Unreal Engine, you need to have the following software installed on your machine:
Unreal Engine 4.20 or higher (Unreal Engine 4.25.4 or higher to work with .uproject directly)
Microsoft Visual Studio compiler for Unreal Engine projects on Windows (the compiler is installed with Visual Studio, but you can also install it separately from the Build Tools for Visual Studio)
Clang for other C++ projects on Windows or Linux
Xcode command-line tools on macOS
Rider for Unreal Engine supports all major platforms: Windows, macOS, and Linux. It works natively with the .uproject model, saving you time on intermediate project model generation. It also supports .sln files on Windows.
Installation steps and options
To install Rider for Unreal Engine, you can do one of the following:
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Use this snap package from the SnapCraft store (if you are using a compatible Linux distro)
Once you have installed Rider for Unreal Engine, you need to enable some plugins to get the full functionality of the IDE. The first time you open an Unreal Engine project in Rider, you will see a notification that the RiderLink plugin is missing. This plugin enables advanced integration between Rider and Unreal Editor. You can install it either to the engine or locally to the project by clicking the corresponding links in the notification.
You can also install another useful plugin called EzArgs that provides functionality for working with command-line arguments. You can find these plugins in the Languages & Frameworks Unreal Engine page of Rider settings.
How to use Rider for Unreal Engine
How to open an Unreal Engine project in Rider
There are several ways to open an Unreal Engine project in Rider:
Double-click the .uproject file in the file explorer
Right-click the .uproject file and choose Open with Rider
Open Rider and choose File Open and select the .uproject file
Open Rider and choose File New Solution or Project from Existing Sources and select the .uproject file
Rider will automatically detect the Unreal Engine version and configuration of your project and set up the environment accordingly. You can also change the Unreal Engine version and configuration manually in the Unreal Engine page of Rider settings.
How to use code assistance, navigation, refactoring, and debugging features
Rider for Unreal Engine provides a rich set of features to help you write, navigate, refactor, and debug your C++ and Blueprints code. Here are some examples of what you can do with Rider:
Use code completion, parameter info, quick documentation, and quick definition to write your code faster and more accurately
Use code analysis, code inspections, quick-fixes, and code cleanup to improve your code quality and style
Use code generation, live templates, postfix templates, and intention actions to create common code constructs with ease
Use find usages, go to declaration, go to implementation, go to symbol, go to type, go to file member, go to everything, and other navigation features to jump to any element in your code or project
Use rename, change signature, extract method, inline method, move method, introduce variable, introduce field, introduce parameter, and other refactoring features to modify your code structure safely and efficiently
Use breakpoints, watches, locals, call stack, evaluate expression, step over, step into, step out, run to cursor, and other debugging features to find and fix errors in your code
Rider for Unreal Engine also supports Unreal-specific features such as reflection macros (UCLASS, UFUNCTION, etc.), Blueprints symbols (nodes, pins, variables, etc.), Remote Procedure Calls (RPCs), Unreal Editor log messages, Unreal Editor actions (open Blueprint in editor), Unreal Engine documentation links (press F1 on any symbol), and more.
How to run and test Unreal Engine games from Rider
Rider for Unreal Engine allows you to run and test your Unreal Engine games from within the IDE. You can use the Run/Debug configurations dialog to create and manage different configurations for running your game. You can specify various parameters such as game mode (standalone or PIE), platform (Windows or Linux), configuration (Debug or Development), command-line arguments (such as -game or -server), working directory, environment variables,