FUnreal
is an extension for Visual Studio with the aim of improve workflow of Unreal Engine C++ developers.
Basically if you've got to the point where you write all your code in one file just because the hassle of adding new files to the project (here I am ✋), this extension is for you 😉.
Just a taste of FUnreal in action
The main concept is an handy context menu in the Solution Explorer view to reach - just a right-click away - a bunch of useful operations without the need to launch an Unreal Engine Editor instance (as for creating plugins or common classes) or alternately working on the filesystem side (adding, renaming or deleting files) and then launching Unreal Build Tool.
Futhermore FUnreal
will try to maintain consistent your project, updating UE descriptor files and sources depending on the scenario, so that you can keep the focus on writing code.
FUnreal
currently supports:
- UE: 4.x and 5.x Game C++ Projects
- IDE: Visual Studio 2022 (aka v17.x)
- OS: Windows
and offers the following features:
- Create/Rename/Delete
files
andfolders
(even empty folders will be visibles and manageables) - Create
C++ classes
choosing from Unreal Common Classes or User Defined templates - Create/Rename/Delete
plugins
choosing from Unreal Plugin Templates or User Defined templates - Create/Rename/Delete
modules
(for plugin modules and game modules) choosing from Unreal Templates or User Defined templates Keep in Sync
UE Project and VS Solution (invoking UBT automatically)Keep consistent
the code base, updating properly .uproject, .uplugin, .Build.cs, .Target.cs, module source file, and C++ include file directive, even cross modules, depenging on the operation executed (look at this section for more details).
NOTE: While using
FUnreal
extension, it is still possible to create plugins and C++ classes from Unreal Editor, from other IDE plugins or doing operations on the project directly on filesystem. The important thing is that UBT has been run succesfully and VS Solution has been reloaded.
FUnreal
starts automatically when detects an UE Project, even if the actual activation dependends on Visual Studio extension loading chain (so you couldn't see the context menu right away just after opening VS). Anyway, you can be aware when FUnreal
have been loaded in two ways:
- A temporary notification message in VS Status Bar
- A dedicated Output window named FUnreal
Once active, FUnreal
features are accessible via:
- a
Context Menu
on solution explorer items - a
Toolbar Menu
to access configuration and run specific commands
FUnreal
context menu is available in the Solution Explorer view on the following items:
Game Project
and.uproject
filePlugin directory
and.uplugin
fileModule directory
and.Build.cs
file (for both plugin modules and game modules)- Any
folder
orfile
within a Module directory (or multiple selection of them)
On these items, you should find
FUnreal
menu at the very first position of the context menu.
After performing the selected operation, FUnreal
will run Unreal Build Tool, so you should receive at end the usual VS dialog advising that the project has been modified externally and need to be reloaded.
Take a look at video page samples to see
FUnreal
in action!
This FUnreal
menu is located on the the main VS Toolbar under Extensions
menu.
From there you can:
- Force reloading templates (in case you change your custom template configuration on disk)
- Regenerating VS Solution files on demand (basically a shortcut for running UBT from within VS IDE)
- Access options page, where you can configure the extension (e.g for tuning template configuration)
More info about
FUnreal
options and custom templates configuration can be found at this page.
Read here for an insights on what FUnreal
does for you under the hood.
History of changes here.