Introduction
This week, I focused mainly on enhancing UNX.nvim, cleaning up commands, and adding the ability to access features directly via commands without needing to open the UI (Explorer).
1. UNX: Features & Improvements
Pending List View & UNX pending_list Command
I added a feature to display a list of files currently being edited in your VCS (Version Control System). This is incredibly effective when you want quick access to the files you are currently working on.
Unpushed List View & UNX unpushed_list Command
This feature is currently for environments using Git (since Perforce pushes immediately upon commit).
When you are stacking small commits for a single task, there are times when you want to see "a list of files modified in this session but not yet pushed." This list allows you to quickly access and navigate to those files.
Favorites List View & UNX add_favorites / UNX favorites_list Commands
I added a bookmarking function for frequently used files and folders.
-
To Add: Select the target in UNX and press the
b(bookmark) key, or use theadd_favoritescommand to select files via a Picker (multiple selections supported). -
To Remove: Press the
bkey again on the target file within the UNX Favorites tree to remove it from the list.
Folder Action: Files Picker
Pressing the F key on a folder in the UNX tree now opens a picker that allows you to search and select files contained within that folder.
2. UCM: Symbols Command Added
The "symbols list of the currently opened file," which was previously displayed on UNX, has been made independent as a UCM.nvim command.
Executing the UCM symbols command allows you to cross-search symbols from both the Header (.h) and Source (.cpp) files via a picker and jump directly to their definitions.
3. UEP: Support for New Project Creation
Previously, the plugins assumed an existing project. Now, the new_project command enables the creation of new Unreal Engine projects directly from Neovim.
To support this, UNL (Unreal Launcher)'s find_engine has been updated internally to search for installed Engine versions.
4. ULG: Tabbed Log View
Previously, unreal log and build log were displayed using split buffers. To align with UNX's tab support, ULG logs have also been changed to a tab format.
You can switch the display using the Tab key within the log window.
Reflections: Dogfooding in Production
I'm happy to feel that the plugins are reaching a level where they work without issues not only in personal projects but also in massive, real-world work projects.
However, as the project scale increases, I'm starting to feel some performance weight, so I've been thinking a lot about optimization lately.
[Tip] For Windows Users using UBT
Here is a note on generating compile_commands.json using UnrealBuildTool (UBT) with GenerateClangDatabase.
This command has a quirk where it rewrites .rsp files that shouldn't need modification. As a result, if you try to run a normal build afterwards, the timestamp update triggers a Full Rebuild (including the Engine), causing massive wait times.
To avoid this, I recommend specifying the GameProject's Debug configuration when generating compile_commands.json.
You likely use DebugGame or Development configurations for actual development (since the Debug configuration makes the Engine itself too heavy), but specifying the Debug configuration solely for command definition generation helps prevent accidental full rebuild accidents.






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