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Add documentation.
author | Ludovic Chabant <ludovic@chabant.com> |
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date | Fri, 22 Jan 2021 16:38:31 -0800 |
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*unreal.txt* Work with Unreal Engine in Vim █ ██ ███▄ █ ██▀███ ▓█████ ▄▄▄ ██▓ ██ ▓██▒ ██ ▀█ █ ▓██ ▒ ██▒▓█ ▀▒████▄ ▓██▒ ▓██ ▒██░▓██ ▀█ ██▒▓██ ░▄█ ▒▒███ ▒██ ▀█▄ ▒██░ ▓▓█ ░██░▓██▒ ▐▌██▒▒██▀▀█▄ ▒▓█ ▄░██▄▄▄▄██ ▒██░ ▒▒█████▓ ▒██░ ▓██░░██▓ ▒██▒░▒████▒▓█ ▓██▒░██████▒ ░▒▓▒ ▒ ▒ ░ ▒░ ▒ ▒ ░ ▒▓ ░▒▓░░░ ▒░ ░▒▒ ▓▒█░░ ▒░▓ ░ ░░▒░ ░ ░ ░ ░░ ░ ▒░ ░▒ ░ ▒░ ░ ░ ░ ▒ ▒▒ ░░ ░ ▒ ░ ░░░ ░ ░ ░ ░ ░ ░░ ░ ░ ░ ▒ ░ ░ ░ ░ ░ ░ ░ ░ ░ ░ ░ VIM-UNREAL *unreal* ============================================================================== *unreal-introduction* Introduction Vim-unreal is a plugin that lets you work with game codebases that use Unreal Engine. In most cases, you should be able to launch, say, `gvim` from somewhere inside your codebase, and it should "just work". You'll be able to run commands such as |UnrealGenerateProjectFiles| and |UnrealBuild|. It is recommended to install vim-dispatch for running these operations in the background. If you install the vim-crosoft plugin, vim-unreal will also automatically set the root Visual Studio solution as the active solution. This will bring better file-listing support for file-listers supported by vim-crosoft (FZF is recommended), clangd language server support (YouCompleteMe is recommended), and so on. For supporting other infrastructures, refer to the vim-crosoft plugin or other appropriate plugin. ============================================================================== *unreal-configuration* Configuration *g:unreal_trace* g:unreal_trace Enables debugging information. Default: `0` *g:unreal_branch_dir_marker* g:unreal_branch_dir_marker How vim-unreal detects the root directory of an Unreal codebase branch. This should be a glob pattern that matches something when a given directory is an Unreal codebase. Default: `*.uprojectdirs` *g:unreal_branch_dir_finder* g:unreal_branch_dir_finder The name of a function that lets vim-unreal find the list of projects in a branch. Default: `''` The default finder looks for a marker defined by the glob pattern |g:unreal_branch_dir_marker|. *g:unreal_auto_find_project* g:unreal_auto_find_project Whether vim-unreal should try to detect an Unreal branch on startup and find an appropriate project to set. Vim-unreal saves the last set project of each known branch so that after restarting Vim it can restore the same project as last time. Default: `0` *g:unreal_auto_build_modules* g:unreal_auto_build_modules Dictionary of Unreal modules to always automatically build along with the current project's main module when running the |UnrealBuild| command and associated commands. The dictionary should map a module's name with a list of build options (if any). Default: `{"ShaderCompileWorker": ["-Quiet"]}` *g:unreal_auto_build_options* g:unreal_auto_build_options A list of default build options to pass to UnrealBuildTool when running the |UnrealBuild| command and associated commands. Default: `["-WaitMutex"]` *g:unreal_auto_generate_compilation_database* let g:unreal_auto_generate_compilation_database Whether to automatically generate the clang compilation database when running |UnrealGenerateProjectFiles|. See |UnrealGenerateCompilationDatabase| for more information. *g:unreal_platforms* g:unreal_platforms Known list of platforms. Mainly used for auto-completion. Default: `["Win32", "Win64", "HoloLens", "Mac", "XboxOne", "PS4",` ` "IOS", "Android", "HTML5", "Linux", "AllDesktop",` ` "TVOS", "Switch"]` *g:unreal_config_states* g:unreal_config_states Known list of configuration states. Mainly used for auto-completion. Default: `["Debug", "DebugGame", "Development", "Shipping",` ` "Test"]` *g:unreal_config_targets* g:unreal_config_targets Known list of configuration targets. Mainly used for auto-completion. Default: `["", "Editor", "Client", "Server"]` *g:unreal_build_options* g:unreal_build_options Known list of UnrealBuildTool options. Mainly used for auto-completion. Default: `["-DisableUnity", "-ForceUnity"]` ============================================================================== *unreal-commands* Commands *:UnrealFindProject* :UnrealFindProject Uses the current working directory (see |getcwd()|) to detect an Unreal codebase branch and a default project to set (see |UnrealSetBranchDir| and |UnrealSetProject|). *:UnrealSetBranchDir* :UnrealSetBranchDir {dir} Sets the current branch to the given directory. *:UnrealSetProject* :UnrealSetProject {projectname} Sets the current project to the one matching the given name. *:UnrealSetPlatform* :UnrealSetPlatform {platform} Sets the current platform. *:UnrealSetConfig* :UnrealSetConfig {config} Sets the current configuration. Vim-unreal will attempt to parse the state and target from the given configuration name. *:UnrealGenerateProjectFiles* :UnrealGenerateProjectFiles Regenerates the Visual Studio project files. *:UnrealBuild* :UnrealBuild {project} {platform} {config} Builds the currently set project using the currently set platform and configuration. If the project, platform, and/or configuration are provided in the command invocation, use those instead of the currently set ones. If the vim-dispatch plugin is installed, vim-unreal will favour using |:Make| instead of |:make|, so that the build job is run in the background. *:UnrealRebuild* :UnrealRebuild {project} {platform} {config} Like |:UnrealBuild|, but does a full rebuild. *:UnrealClean* :UnrealClean {project} {platform} {config} Like |:UnrealBuild|, but cleans the build artifacts instead. *:UnrealGenerateCompilationDatabase* :UnrealGenerateCompilationDatabase Generates a clang compilation database for use with language server plugins like YouCompleteMe. If the vim-dispatch plugin is installed, vim-unreal will favour using |:Make| instead of |:make|, so that the build job is run in the background. *:UnrealReloadBranchProjects* :UnrealReloadBranchProjects Reloads the branch's projects. This is only needed if the codebase was updated without restarting Vim and vim-unreal's knowledge of the projects was outdated. ============================================================================== *unreal-internals* Internals *g:unreal_branch_projects* g:unreal_branch_projects A dictionary mapping known projects in the current branch with their properties loaded from their JSON `uproject` file. If these files have changed, you can reload this with the |UnrealReloadBranchProjects| command. *g:unreal_branch_dir* g:unreal_branch_dir The currently set Unreal codebase root directory. It can be set with the |UnrealSetBranchDir| command. *g:unreal_project* g:unreal_project The currently set Unreal project's name. It can be set with the |UnrealSetProject| command. *g:unreal_platform* g:unreal_platform The currently set Unreal platform. It can be set with the |UnrealSetPlatform| command. *g:unreal_config_state* g:unreal_config_state The currently set Unreal configuration state. It can be set with the |UnrealSetConfig| command. *g:unreal_config_target* g:unreal_config_target The currently set Unreal configuration target. It can be set with the |UnrealSetConfig| command. " vim:tw=78:et:ft=help:norl: