Software Integer @ JetBrains Rider. If something doesn't work in UnrealLink/RiderLink, RiderSourceCodeAccess or EzArgs plugins, it's NOT ALWAYS my fault...
Whelp, it's been a good run, but even the greatest stories need to end at some point — I’m stepping away from JetBrains.
After an incredible journey building things, breaking things, fixing things, and occasionally pretending I knew exactly what I was doing (and holding an unofficial Guiness record for the most number of broken UE projects with RiderLink plugin >_>)… I’m passing the wheel to whoever is brave (or curious) enough to take it.
Looking for someone who:
* enjoys working with complex systems (and occasionally wrestling them)
* cares about developer experience
* isn’t afraid of Unreal Engine-sized challenges
* can survive a mix of C++, Kotlin, C# and whatever else the universe is ready to throw at ya
Bonus points if you like making developers happier — or at least slightly less frustrated.
If this sounds like you (or someone you know), feel free to reach out. I’ll be cheering from the sidelines.
https://t.co/gvakdZbVH2
That's a really nice guide! What I'd add - install EzArgs and EnhancedUnrealEngineDocumentation plugins for Rider. They can be installed through Settings > Plugins > Marketplace.
I have written a C++ setup guide for Rider and UE5. Including the errors you might run into during installation or first compiling your Unreal project.
A few personal preferences were included…depending on how minimalist you like your code editors.
I have written a C++ setup guide for Rider and UE5. Including the errors you might run into during installation or first compiling your Unreal project.
A few personal preferences were included…depending on how minimalist you like your code editors.
Folks, there's been a HUGE update of evaluation for C++ expressions in debugger. The variables page is now much faster, both in initial rendering and expanding.
The Rider 2026.1 Early Access Program just went live!
The first preview build (EAP 1) comes with some truly exciting updates:
🔥 The first stage of our #Azure#DevOps integration: The ability to clone repositories
🔥 A Package Manager Console with NuGet PowerShell and EFCore commands support
🔥 .NET mixed-mode debugging on Windows
🔥 The ability to inspect .NET assembly output via the new .NET Disassembler plugin
…and more.
This blog post has all the details 👉 https://t.co/YIeVar2s7i
We’re leveling up our love for #GameDev 💚 JetBrains is now a Platinum Sponsor of the @godotengine Foundation!
Starting with Rider 2024.2, Godot support – including GDScript and C# editing, debugging, and more – ships out of the box. In 2025.2 we’re adding even richer GDScript features! Build games faster with Rider and Godot 🚀
Learn more: https://t.co/1bScLbaM6g
Hello dear Unreal Engine people!
As usual, you fix some, you break some. Latest Rider build 2025.1.4 has faulty RiderLink that won't build on UE older than 5.6...
If you update Rider - update UnrealLink plugin from marketplace as well, it contains fixes for that. Cheera
We're thrilled to be featured in the latest @JetBrainsRider release!
Rider now supports NoesisGUI for both Unity and Unreal Engine, with XAML previews, code completion, and error highlighting powered by our language server.
Ever wonder what lies beyond the edges of someone's profile picture?
Ya know, without the cropping?
No? Well too bad!
I've just released a new tool to uncrop your profile picture... revealing a creative and unexpected scene that matches your online persona.
I know it's been a pain in the buttcheeks for a lot of devs, so I hope it'll drop some friction for you folks debugging Shader Compiler and other programs from UE ;)
🎮 Debug child processes with @UnrealEngine in Rider on Windows. Every spawned process now joins the debug session automatically!
More updates for game dev in Rider 2024.3 here: https://t.co/XOaerzryxq
#gamedev#UnrealEngine
Today we've released Rider with the support for all* major consoles.
* technically we have solution for all 3 of them, but we are allowed to share only 2 of those... :'(
https://t.co/wVDiuzc5Ub
@rfleury That being said I'm not a fan of random return placement and really like the "check all the invalid paths in the very beginning and return" of the method as a way to show the contract for the input, so it can be easily digestible to figure out the way of using the method.
@rfleury I dearly love C, but these cases really feel like the language limitation. Would be so nice to have a method level attributes like in Python to have smth that works on the scope regardless of the return placement.
Big news is coming for #dotnet and #gamedev developers! Join us for a special livestream where we’ll reveal exciting news about Rider:
🗓️ October 24, 14:00 UTC
🔔 Set a reminder on YouTube: https://t.co/g4VTRwOMnf
💗 Share to spread the word!
More cool Rider stuff - the `Unreal Editor log` panel that shows logs from the Editor in Rider, It's based on the Console control and It means that plugins applicable to Console will affect UE log as well. Check out `Grep Console` plugin, you can mod the hell out of your logs