JetBrains Rider 2026.3 Help

Unreal Engine

On this page, you can adjust preferences that affect C++ code in Unreal Engine projects.

Code indexing

Index Unreal Engine source files

Clear this checkbox to skip indexing of the Unreal Engine code. Normally you want to do this if you notice any performance degradation when developing your game.

When the indexing is enabled, you will have a number of features. For example, use any symbols from the engine, and JetBrains Rider will automatically add missing #includes, or find usages of engine classes — for example, TArray<T> — in the engine's code and study how they are used there.

If the indexing is disabled, JetBrains Rider will still index header file names, which is very fast but it will let you have code completion for includes, for example, #include <unreal/SomeClassFromUnreal.h>. Once you include a header, its code will be indexed automatically, so you will have code completion and analysis for symbols from the included header.

Index third party code

Clear this checkbox if you want to skip indexing source files under the ThirdParty folder of the engine.

Index plugins

Clear this checkbox if you want to skip indexing source files under the Plugins folder of the engine.

Enable background indexing of Unreal Engine source files

JetBrains Rider indexes the engine code in the background by default, so that you can start working with your game logic code long before the engine code is fully processed. Turning off background indexing will result in a faster but more intrusive initial indexing.

Enable indexing of forced includes like C++20 header units

Use this selector to control caching of precompiled header files. When enabled, precompiled headers can be reused between several source files that include the same header file.

Project model

Use Unreal Engine project model (starting from 4.24)

Reading .uproject and other UE-specific project files allows JetBrains Rider to better understand plugin and module references, and to suggest only available and applicable items in the #include and code completion lists.

Regenerate project properties on configuration change

The Unreal Engine project model information is essential when you have different settings for various build configurations, targets, and platforms. You can switch between configurations and be sure JetBrains Rider will work properly for all of them.

Regenerate project properties on project files change

JetBrains Rider tracks Unreal Engine properties in real time and regenerates the project model as soon as you save any changes in .Build.cs, .Target.cs, .uproject, or .uplugin files.

Index only files in Unreal Engine project model

When enabled, limits indexing to files that are part of the Unreal Engine project model (that is, files that belong to a module with a .Build.cs descriptor). Files included in the generated solution but not associated with any Unreal Engine module are excluded from indexing and code analysis. This reduces resource usage and avoids false analysis results for files without proper Unreal Engine compilation properties. This option is applicable when the Unreal Engine project model is active and the project is opened via a generated solution.

Launch UBT with mutex

Select this checkbox to use the UnrealBuildTool (UBT) mutex when generating the Unreal Engine project model. The mutex prevents UBT instances from running at the same time. By default, this option is disabled, and JetBrains Rider passes -NoMutex to UBT. This option requires the Unreal Engine project model.

Ignore precompiled header files

Select this checkbox to ignore precompiled headers when providing coding assistance. Symbols from these headers then require explicit includes to be available to code analysis and completion. This does not change the build settings: the project still uses precompiled headers if configured to do so. This option requires the Unreal Engine project model and is disabled by default.

Code completion

Suggest system headers in import completion inside game projects

By default, JetBrains Rider does not offer unwanted entities from system headers in auto-import suggestions. Select this checkbox to enable system header suggestions.

Blueprints

Enable Blueprints Support (requires IDE restart)

With Blueprint support enabled, JetBrains Rider reads Blueprint files and offers specific inlay hints and inspections to show the bigger picture behind your code. Restart the IDE after changing this option.

Enable blueprint class highlightings

This option enables inlay hints for derived Blueprint classes and allows you to get the list of all inheritors from the context menu or Find Usages.

Enable blueprint function highlightings

This option adds Blueprint inlay hints for UFunctions and allows you to get the details about UFunctions implemented in Blueprints from the hint’s context menu.

Enable blueprint property highlightings

This option allows you to quickly check the state of a UProperty, including whether it has been overridden, and what value is set in the Blueprint file.

Enable blueprint gameplay tag highlightings

Shows inlay hints for gameplay tags declared or defined in C++ with Unreal Engine gameplay tag macros. The hints show usages of the tags in Unreal Engine assets and let you inspect the list of usages. This option requires Blueprint support and is enabled by default.

Enable blueprint struct highlightings

Shows inlay hints for C++ structs marked with USTRUCT. The hints show usages of the structs in Unreal Engine assets and let you inspect the list of usages. This option requires Blueprint support and is enabled by default.

UnrealHeaderTool support

Enable UnrealHeaderTool inspections

JetBrains Rider will run the tool in the background as a separate process to check the file you are editing and show the same errors and warnings that you would normally see at compile time.

Treat Unreal Engine symbols as non-project in Search Everywhere/Go To

Matching symbols from the engine project will only be shown when no symbols are found in the game projects.

HLSL

Suppress resolve errors of unqualified names in HLSL

This option is enabled by default to hide possibly false-positive warnings about unresolved symbols in HLSL.

09 November 2026