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    #31
    hi, i have downloaded base(clean) installations of eclipse 4.2.2 and 4.3, installed plugin, and i cant see anything related to udk (perspective, import project, etc.),

    and with your zipped installation i get this Click image for larger version

Name:	udkeclipe.jpg
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Size:	84.5 KB
ID:	3249995 (64bit)

    2. if i close udk perspective, there is no way to open it again, its not showing up in 'open perspective' dialog

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      #32
      Originally posted by sv13 View Post
      hi, i have downloaded base(clean) installations of eclipse 4.2.2 and 4.3, installed plugin, and i cant see anything related to udk (perspective, import project, etc.),

      and with your zipped installation i get this [ATTACH=CONFIG]12795[/ATTACH] (64bit)

      2. if i close udk perspective, there is no way to open it again, its not showing up in 'open perspective' dialog
      Very weird, it looks like it detects the plugin but it can't load the plugin files...

      Besides that, have you restarted your Eclipse after installing the plugin? Have you also tried running Eclipse with Admin Privileges?

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        #33
        Originally posted by zwarmapapa View Post
        have you restarted your Eclipse after installing the plugin? Have you also tried running Eclipse with Admin Privileges?
        yes, and yes, with clean installations i also tried to find any kind of launch log, but googling pointed me to locations that not existed in my case

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          #34
          Originally posted by sv13 View Post
          yes, and yes, with clean installations i also tried to find any kind of launch log, but googling pointed me to locations that not existed in my case
          What Java version are you using?

          I'm using Java 7, and it could be that the plugin is compiled with Java 7, which might cause it to not work with Java 6.

          You can see your Java version by running the cmd command "java -version".

          Comment


            #35
            Originally posted by zwarmapapa View Post
            In Eclipse you don't see the \r, Eclipse only counts the \n, but the compiler also counts the \r.
            I think I either have to replace all the \r when you open a UC file, or that it has to loop through every character till it reached enough \n and \r to have the same \n and \r as the warning's line number. I'm probably going for the last option.
            I'm pretty sure the compiler does not count the \r 's, at least not on my pc. Otherwise the lines I'm getting from the compiler wouldn't match with my line numbers, but they do. Might be eclipse does some strange things with line numbering? Anyway, I'm sure you'll figure it out.

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              #36
              Originally posted by zinggi57 View Post
              I'm pretty sure the compiler does not count the \r 's, at least not on my pc. Otherwise the lines I'm getting from the compiler wouldn't match with my line numbers, but they do. Might be eclipse does some strange things with line numbering? Anyway, I'm sure you'll figure it out.
              Well the solution is simple, just write some testcase files with the many types of newlines in them and see how the compiler responds :P

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                #37
                Updated the plugin:

                Improved the hover popup:
                - The hover popup now shows the code with syntax colors
                - The hover popup now shows variable and function modifiers
                - The hover popup now shows whether a variable is a parameter (no prefix), local variable (local prefix), or a class variable (var prefix)
                - The hover popup now shows some information for the more advanced UnrealScript keywords
                - The hover popup now shows the Javadoc of classes, functions and variables (it will also load comment lines behind variables, for example: "var int test = 5; // a test variable")

                Improved the auto completer:
                - The auto completer now shows the hover popup (with the Javadoc etc) next to it for the selected auto completion option
                - The auto completer now also shows which functions are overridden

                Improved general functionality:
                - Unsaved data is now also parsed for realtime results
                - Improved the performance, the bottleneck code (which turned out to be the code that checks if a function is overridden or not, to show in the outline view) is now put into another thread so it won't lag the editor.

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                  #38
                  Hmmmm... I still don't know what causes the line numbers bug.

                  It wasn't because of \r. I replaced all \r from a file, and it still didn't gave the right line.

                  It wasn't because of Eclipse line numbers, the files have the same amount of lines when opened in Notepad or Notepad++.

                  It's not because of the code error itself, when I tried it I made an error (in UnrealScript) that only affects one line, for example misspell "optional" with "optionaal". It did this on line 203, the compiler gave the error at line 197.

                  Error:
                  C:\UDK\01_Black_Shadows\Development\Src\BlackShado wsGame\Classes\BlackShadows_PlayerController.uc(19 7) : Error, Unrecognized type 'optionaal'

                  Line 203:
                  function screenFadeOut( optionaal string gotoMapName="", optional string gotoMapMode="", optional string gotoExtraParameters="" )

                  I have no idea why it is doing this. Maybe because of comments.
                  *removed all comments*
                  Nope, now the actual misspelling is on line 194, and the compiler says line 188. Again, 6 lines difference (in this case)

                  It's not the empty lines, because I have a lot more than 6 empty lines above the error line.

                  Oow snap, I think I found it. my defaultproperties block is always above (because I consider it to be the constructor), and in this class it is exactly 6 lines. Adding one line to defaultproperties (an empty line), testing again, and yes, it's now 7 lines off.

                  Well, finally found it.

                  Comment


                    #39
                    Does placing the defaultproperties Block at the top of the file even work?
                    I thought it needs to be in the end. If not, it's certainly better to follow the pattern of the api and place it at the end of the file than following your own style.

                    Comment


                      #40
                      Originally posted by zinggi57 View Post
                      Does placing the defaultproperties Block at the top of the file even work?
                      I thought it needs to be in the end. If not, it's certainly better to follow the pattern of the api and place it at the end of the file than following your own style.
                      It does work yeah.

                      At the bottom of my classes I always set my unimportant propably-never-gonna-change code, like getters and setters. The defaultproperties block isn't unimportant and is quite susceptible to change, so I always place that at the top.

                      I'll make a workaround in the parsing of the error line to deal with this.

                      Comment


                        #41
                        Originally posted by zwarmapapa View Post
                        It does work yeah.

                        At the bottom of my classes I always set my unimportant propably-never-gonna-change code, like getters and setters. The defaultproperties block isn't unimportant and is quite susceptible to change, so I always place that at the top.

                        I'll make a workaround in the parsing of the error line to deal with this.
                        Altough how you code your unrealscript stuff is entirely up to you, I'd still encourage you to fallow Epic's coding standarts: http://udn.epicgames.com/Three/CodingStandard.html
                        To quote a line: "Many of these conventions are actually required for cross-compiler compatibility."
                        It seems placing the defaultproperties block at the top confuses the compiler...

                        Also getters and setters aren't commonly used in unrealscript code. (especially if they serve no other purpose than to return a variable)
                        Accessing a variable directly is faster and better readable.

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                          #42
                          Updated the plugin:

                          - The editor now parses the compiler output and marks warnings and errors with a colored underline in the editor

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                            #43
                            Hi there. I searched and I couldn't find anyone else with my same issues. I've downloaded the preconfigured 64 bit version of Eclipse given in the first post.

                            First, I'm missing the "run game" and "open editor" buttons. Second, auto-complete is not working. I've looked around the IDE for ways to enable these and I cannot find anything. I use Eclipse regularly for Java development, so I know how to turn Content Assist on, but this option does not seem to be available for UnrealScript - only Java.

                            Thanks in advance for the community's help.

                            Comment


                              #44
                              Originally posted by GerryH View Post
                              Hi there. I searched and I couldn't find anyone else with my same issues. I've downloaded the preconfigured 64 bit version of Eclipse given in the first post.

                              First, I'm missing the "run game" and "open editor" buttons. Second, auto-complete is not working. I've looked around the IDE for ways to enable these and I cannot find anything. I use Eclipse regularly for Java development, so I know how to turn Content Assist on, but this option does not seem to be available for UnrealScript - only Java.

                              Thanks in advance for the community's help.
                              Hmm, have you imported an UDK project? Opening an UC file with Eclipse will only work if the project is imported.

                              About auto completion, the auto completion popup won't show automatically after a dot or anything, you have to press the shortkey/keybinding in order to show it (search for "Content Assist" in your keybindings, the default is Ctrl+Space).

                              Hope that helps.

                              By the way, I've just updated the plugin (around 5 minutes ago), the update fixes some bugs in the outline view and in the auto completion of current class' variables and functions.

                              Edit: I just had the same problem as well... Deleting the project and then reimporting it fixed it.

                              Comment


                                #45
                                Originally posted by GerryH View Post
                                Hi there. I searched and I couldn't find anyone else with my same issues. I've downloaded the preconfigured 64 bit version of Eclipse given in the first post.

                                First, I'm missing the "run game" and "open editor" buttons. Second, auto-complete is not working. I've looked around the IDE for ways to enable these and I cannot find anything. I use Eclipse regularly for Java development, so I know how to turn Content Assist on, but this option does not seem to be available for UnrealScript - only Java.

                                Thanks in advance for the community's help.
                                I had the same issue using Eclipse Helios, checked if Content Assist was on and everything but no luck. I just downloaded the above version that zwarmapapa linked (Eclipse 4.3, Kepler) and everything works fine. I would recommend that because it sounds like you're a little outdated anyway

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