<?xml version="1.0" encoding="utf-8" standalone="yes"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom"><channel><title>C++ on Midgard Studios</title><link>https://midgardstudios.co.uk/categories/c++/</link><description>Recent content in C++ on Midgard Studios</description><generator>Hugo</generator><language>en</language><copyright>&lt;a href="https://creativecommons.org/licenses/by-nc/4.0/" target="_blank" rel="noopener">CC BY-NC 4.0&lt;/a></copyright><lastBuildDate>Wed, 05 Jun 2024 05:00:31 +0100</lastBuildDate><atom:link href="https://midgardstudios.co.uk/categories/c++/index.xml" rel="self" type="application/rss+xml"/><item><title>Unreal Engine per Project IDE Settings</title><link>https://midgardstudios.co.uk/posts/2024/06/unreal-engine-per-project-ide-settings/</link><pubDate>Wed, 05 Jun 2024 05:00:31 +0100</pubDate><guid>https://midgardstudios.co.uk/posts/2024/06/unreal-engine-per-project-ide-settings/</guid><description>Bit of an edge case but I needed to be able to edit two different Unreal Engine projects with different IDEs.
Under the projects folder in /Config/DefaultEditorSettings.ini you can add the lines below depended on the IDE you need.
Set to Rider [/Script/SourceCodeAccess.SourceCodeAccessSettings] PreferredAccessor=Rider Set to VSCode [/Script/SourceCodeAccess.SourceCodeAccessSettings] PreferredAccessor=VisualStudioCode Extras I found in ProjectFileGenerator.cs clionsourcecodeaccessor codelitesourcecodeaccessor xcodesourcecodeaccessor visualstudiocode kdevelopsourcecodeaccessor visualstudiosourcecodeaccessor visualstudio2022</description></item><item><title>Unreal Engine Logging</title><link>https://midgardstudios.co.uk/posts/2024/06/unreal-engine-logging/</link><pubDate>Mon, 03 Jun 2024 01:47:00 +0000</pubDate><guid>https://midgardstudios.co.uk/posts/2024/06/unreal-engine-logging/</guid><description>Log Temp A lot of the time you just need a quick output, LogTemp is useful for this 0 UE_LOG(LogTemp, Warning, TEXT(&amp;#34;Hi, I will apear in the output window&amp;#34;)); Log Variables 0 1 2 3 4 5 6 7 8 9 10 11 12 FString MyString; UE_LOG(LogTemp, Warning, TEXT(&amp;#34;The string value is %s&amp;#34;), *FString MyString;); int32 MyInteger; UE_LOG(LogTemp, Warning, TEXT(&amp;#34;The integer value is: %d&amp;#34;), MyInteger); float MyFloat; UE_LOG(LogTemp, Warning, TEXT(&amp;#34;The float value is: %f&amp;#34;), MyFloat); FVector MyVector; UE_LOG(LogTemp, Warning, TEXT(&amp;#34;The vector value is: %s&amp;#34;), *MyVector.</description></item></channel></rss>