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YCM Configuration for UE4
#
# YCM configuration for Unreal Engine 4 projects
#
# Parses a generated Visual Studio project file and extracts its
# include dirs and symbols to be passed on to ycm/libclang.
#
# Note: For me this worked only on some files, but crashed ycm on others
# (using YCM with libclang-3.9.?, if I remember correctly...). May work
# better with newer versions?
#
import os
import xml.etree.ElementTree
def FlagsForFile(filename, **kwargs):
project_name = "" # TODO: Your project name here!
flags = ['-x', 'c++', '-Wall', '-Wextra', '-Werror', '-std=c++11']
debug = False
cur_dir = os.path.dirname(os.path.abspath(__file__))
# Read {project_name}.vcxproj xml file and get definitions and includes
last_dir = os.curdir
os.chdir(os.path.join(cur_dir, "Intermediate/ProjectFiles/"))
proj = xml.etree.ElementTree.parse("{project_name}.vcxproj".format(project_name=project_name)).getroot()
prefix = "{http://schemas.microsoft.com/developer/msbuild/2003}"
for g in proj.findall(prefix + "PropertyGroup"):
definitions = g.find(prefix + "NMakePreprocessorDefinitions")
if definitions is not None:
definitions = ["".join(["-D", d]) for d in definitions.text.split(';')]
if debug:
for d in definitions[1:]:
print(d)
flags.extend(definitions[1:])
includes = g.find(prefix + "NMakeIncludeSearchPath")
if includes is not None:
incs = []
for d in includes.text.split(';'):
if d.endswith("Public") or d.endswith("Classes") or project_name in d:
if os.path.isdir(d):
incs.append(d)
elif debug:
print("No such path:" + d)
include_dirs = ["".join(["-I", os.path.abspath(d).replace("\\", "/")]) for d in incs]
include_dirs = ["Source/{project_name}/"]
for dir in include_dirs:
flags.extend(['-I', os.path.join(cur_dir, dir.format(project_name=project_name))])
os.chdir(last_dir)
return {"flags": flags, "do_cache": True}
FlagsForFile("")
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