I'm coming to the end of my trial period and love the functionality, I'm intending to sign up. I have a couple of questions regarding performance issues with UE4.
Generally, there are some performance issues on a codebase as big as UE4, (e.g. sporadic lock ups of VC++) which have been reported elsewhere, and I can deal with. My main issue is the triggering of full source code re-parsing which maxes out CPUs for an extended period. I'd like to know on what level Resharper C++ identifies and caches symbols for source files. It would seem it does not do it globally by source file path, perhaps it's on the project/solution level?
UE4 projects treat .vcxproj files as generated, not persistent, files. They also generate a distinct .vcxproj for the engine for every UE4 project, even when the engine is identical. The only difference between the generated UE4.vcxproj will be the relative paths to engine source code, reflecting the differing locations of the UE4 projects on disk. It's a bit of a pain to have Resharper do full rescans for each project referencing the same engine source files (both in terms of time, and disk usage). What's even worse is when I need to switch back and forth between version control branches reflecting different UE4 engine versions, and this rescans each time.
It would be great if you could shed some light on exactly what will cause a full rescan, if there are any plans to change this behaviour, and/or what would need to change on the UE4 side of things to make Resharper work better with it in this respect.