Use for debugger-driven runtime root-cause analysis in Rider-supported solutions and projects, including .NET/C#, F#, VB, C++, Unity, Unreal Engine, and other GameDev or mixed-language projects. Trigger when runtime state or control-flow evidence is needed —…
Use when you must know where a symbol is used or implemented in a solution open in Rider — .NET/C#, F#, VB, C++, Unity, Unreal Engine, XAML, Razor, or mixed-language projects. Trigger before changing a method, property, field, type or interface, when you…
Use when semantic refactoring is needed in Rider-supported solutions and projects, including .NET/C#, F#, VB, C++, Unity, Unreal Engine, XAML, Razor, and other GameDev or mixed-language projects. Trigger when edits must update declarations and usages across…
Use when debugging UE C++ crashes, runtime bugs, or unexpected behavior with Rider MCP available. Value over bash/grep: analyze_calls traces C++ call hierarchies (ReSharper backend); get_file_problems surfaces IDE-detected issues; get_symbol_info confirms API…
Locates existing tests for a given C# class and method using the test coverage data supplied by IDE. Triggers ONLY for C# production code (`.cs` files in a Rider .NET solution) when generating new tests, adding test coverage, finding existing tests, or when…
Use when writing or modifying Unreal Engine C++ — classes, actors, components, subsystems, interfaces, ability-system (GAS) code, module dependencies, reflected UPROPERTY/UFUNCTION API, native gameplay tags, and testable gameplay behavior — in a project open…
Use when writing or modifying Unreal Engine automated tests — Automation (IMPLEMENT_SIMPLE_AUTOMATION_TEST, DEFINE_SPEC), CQTest, Functional, Gauntlet, LowLevel/Catch2 — along with test modules and the Build.cs dependencies they need, in a project open in…
원문 언어: 영어
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