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unreal.nvim's Issues

TargetName not used

Thanks for the plugin. I'm using it off and on for a the last little bit and it usually works great.
I've run into an issue where It looks like the TargetNames are not being used so I can't build.
I've got a project, let's call it's project file ProjectA.uproject and in it there are multiple modules, TargetA TargetAEditor TargetB...
When trying to run generate for TargetAEditor, it instead is attempting to use a target called ProjectAEditor. I've updated the UnrealNvim.json's TargetName to be TargetAEditor but that doesn't help.
Is there a step I'm missing that let's be use modules that don't use the project's filename?

Error trying to :UnrealGenWithEngine (Win11)

Upon configuring the plugin and doing :UnrealGenWithEngine, I get Error in update:...te\pack\packer\start\Unreal.nvim/lua/unreal/commands.lua:887: ...te\pack\packer\start\Unreal.nvim/lua/unreal/commands.lua:326: bad argument #1 to 'lines' (: No such file or directory)

The engine path is properly set up and ended in UnrealNvim.json, and I'm using the command inside my source file (MyPawn). I properly installed it with packer, and there are no errors
"EngineDir": "D:\UE_5.3\"

compile commands.json generated:
[
{
"file": "C:\Users\kobas\Documents\Unreal Projects\MyProject2\Source\MyProject2\MyCharacter.cpp",
"command": ""C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.36.32532\bin\Hostx64\x64\cl.exe" @"C:\Users\kobas\Documents\Unreal Projects\MyProject2\Intermediate\Build\Win64\x64\UnrealEditor\Development\MyProject2\MyCharacter.cpp.obj.rsp.gcd"",
"directory": "D:\UE_5.3\Engine\Source"
},
{
"file": "C:\Users\kobas\Documents\Unreal Projects\MyProject2\Source\MyProject2\MyProject2.cpp",
"command": ""C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.36.32532\bin\Hostx64\x64\cl.exe" @"C:\Users\kobas\Documents\Unreal Projects\MyProject2\Intermediate\Build\Win64\x64\UnrealEditor\Development\MyProject2\MyProject2.cpp.obj.rsp.gcd"",
"directory": "D:\UE_5.3\Engine\Source"
}
]

unreal/init.lua is empty

https://github.com/zadirion/Unreal.nvim/blob/main/lua/unreal/init.lua is empty. Is this intended?


I'm receiving the error :

Error executing Lua callback: ...Local/nvim-data/lazy/Unreal.nvim/lua/unreal/commands.lua:180: attempt to call a nil value
stack traceback:
        ...Local/nvim-data/lazy/Unreal.nvim/lua/unreal/commands.lua:180: in main chunk
        [C]: in function 'require'
        ...pData/Local/nvim-data/lazy/Unreal.nvim/plugin/unreal.lua:13: in function <...pData/Local/nvim-data/lazy/Unreal.nvim/plugin/unreal.lua:12>

My guess is that the empty init file caused this.

Issues with variations in compile_commands.json and rsp.gcd files

With UnrealEngine 5.3.2 release (https://github.com/jgilardi/UnrealEngine/commit/072300df18a94f18077ca20a14224b5d99fee872) there are slight variations in the format of compile_commands.json when using UnrealBuildTool.exe mode=GenerateClangDatabase. This causes parsing issues with Unreal.nvim generate commands.

The issues are minor. Mostly string find skipping over the command args around here: https://github.com/zadirion/Unreal.nvim/blob/de4f81d4f0462796217db885d3ab2a11cc6e7542/lua/unreal/commands.lua#L485C19-L485C19

I've updated (hacked) the plugin to work with the latest compile_command.json syntax, however, I may have a few issues.

Is it normal for the .rsp to be transformed like this and lose all the extra flags after the includes?

RSP_BEFORE

"D:/devservoir/UnrealEngine/Engine/Source/Runtime/Experimental/Chaos/Private/Chaos/AABB.cpp"
/FI"D:/devservoir/UnrealEngine/Engine/Intermediate/Build/Win64/x64/UnrealEditor/Development/Chaos/Definitions.h"
/Fo"D:/devservoir/UnrealEngine/Engine/Intermediate/Build/Win64/x64/UnrealEditor/Development/Chaos/AABB.cpp.obj"
/sourceDependencies "D:/devservoir/UnrealEngine/Engine/Intermediate/Build/Win64/x64/UnrealEditor/Development/Chaos/AABB.cpp.dep.json"
@"..\Intermediate\Build\Win64\x64\UnrealEditor\Development\Chaos\Chaos.Shared.rsp"
/Zc:inline
/nologo
/Oi
/FC
/c
/Gw
/Gy
/utf-8
/wd4819
/DSAL_NO_ATTRIBUTE_DECLARATIONS=1
/permissive-
/Zc:strictStrings-
/Zc:__cplusplus
/D_CRT_STDIO_LEGACY_WIDE_SPECIFIERS=1
/D_SILENCE_STDEXT_HASH_DEPRECATION_WARNINGS=1
/D_WINDLL
/D_DISABLE_EXTENDED_ALIGNED_STORAGE
/Ob2
/Ox
/Ot
/GF
/errorReport:prompt
/EHsc
/DPLATFORM_EXCEPTIONS_DISABLED=0
/Z7
/MD
/bigobj
/fp:fast
/Zo
/Zp8
/we4456
/we4458
/we4459
/we4668
/we4244
/we4838
/TP
/GR-
/W4
/std:c++20
/Zc:preprocessor
/wd5054

RSP_AFTER

-include "D:/devservoir/UnrealEngine/Engine/Intermediate/Build/Win64/x64/UnrealEditor/Development/Chaos/Definitions.h"
-include "D:/devservoir/UnrealEngine/Engine//Engine/Source/Runtime/CoreUObject/Public/UObject/ObjectMacros.h"
-include "D:/devservoir/UnrealEngine/Engine//Engine/Source/Runtime/Core/Public/Misc/EnumRange.h"
-std=c++20 -Wno-deprecated-enum-enum-conversion -Wno-deprecated-anon-enum-enum-conversion -ferror-limit=1 -Wno-inconsistent-missing-override

Request:

I was wondering if you could post an example compile_commands.json: both the initial .json and the modified one?
As well as some before/after of the .rsp files?

Thanks!

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