{"id":4895,"date":"2026-05-11T23:51:12","date_gmt":"2026-05-12T03:51:12","guid":{"rendered":"https:\/\/www.wholetomato.com\/blog\/?p=4895"},"modified":"2026-05-12T01:04:02","modified_gmt":"2026-05-12T05:04:02","slug":"finding-your-way-large-unreal-engine-codebase","status":"publish","type":"post","link":"https:\/\/www.wholetomato.com\/blog\/finding-your-way-large-unreal-engine-codebase\/","title":{"rendered":"Finding your way through a large Unreal Engine codebase: a practical guide"},"content":{"rendered":"<h2>The moment the project opens<\/h2>\n<p>Welcome gamer! You&#8217;re excited to start coding games so you set up your Unreal Engine and\u00a0 finally got the source linked to your project&#8230; Once it opens you&#8217;re greeted with a sample project. It&#8217;s huge. And why are there red error squiggles under everything?<\/p>\n<p>You open Solution Explorer and there are 800 folders. You explore. Hit F12 on <code>BeginPlay<\/code> and Visual Studio stutters. It think for ten seconds, then gives up. You find the function you wanted, but it\u2019s a macro, and the macro is in another macro.<\/p>\n<p>This is <em>normal<\/em>. Unreal Engine uses a vast library of proprietary C++ macros and wrappers to bridge the gap between C++ and its reflection system\u2014something Visual Studio&#8217;s IntelliSense wasn&#8217;t designed for. And apart from that it&#8217;s a large codebase. It breaks away from most C++ workflows taught to you. The problem isn\u2019t you and it isn\u2019t Unreal \u2014 it\u2019s that nobody handed you the <em>map<\/em>.<\/p>\n<p>This post is the map. It&#8217;s the practical, habit-building step-by-step guide for finding your way around your new Unreal solution.<\/p>\n<h2>Stop trying to read it linearly<\/h2>\n<p>A UE project isn\u2019t one codebase. It\u2019s a stack of three:<\/p>\n<ol>\n<li><strong>Engine<\/strong> \u2014 Epic\u2019s source, sitting alongside your project if you built UE from source.<\/li>\n<li><strong>Plugins<\/strong> \u2014 engine-shipped, third-party, and your own.<\/li>\n<li><strong>Your game modules<\/strong> \u2014 what you actually wrote, defined in <code>.uproject<\/code> and described by <code>Build.cs<\/code> files.<\/li>\n<\/ol>\n<p>The <a href=\"https:\/\/dev.epicgames.com\/documentation\/en-us\/unreal-engine\/unreal-engine-projects-and-templates\"><code>.uproject<\/code><\/a> file is the manifest. Each <a href=\"https:\/\/dev.epicgames.com\/documentation\/en-us\/unreal-engine\/unreal-engine-modules\"><code>Build.cs<\/code><\/a> declares what a module depends on. Read those two files first on any unfamiliar UE project \u2014 they tell you the <em>shape<\/em> before you read a line of gameplay code.<\/p>\n<p>The mistake most new UE devs make is opening a <code>.cpp<\/code> file and trying to read top-down. You can\u2019t. The codebase isn\u2019t written linearly and it doesn\u2019t reward linear reading. The rest of this post is about reading by <em>question<\/em> instead.<\/p>\n<p><a href=\"https:\/\/i0.wp.com\/www.wholetomato.com\/blog\/wp-content\/uploads\/2026\/05\/STACK-DIAGRAM.png?ssl=1\"><img loading=\"lazy\" decoding=\"async\" data-attachment-id=\"4899\" data-permalink=\"https:\/\/www.wholetomato.com\/blog\/finding-your-way-large-unreal-engine-codebase\/stack-diagram\/\" data-orig-file=\"https:\/\/i0.wp.com\/www.wholetomato.com\/blog\/wp-content\/uploads\/2026\/05\/STACK-DIAGRAM.png?fit=1536%2C1024&amp;ssl=1\" data-orig-size=\"1536,1024\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"STACK DIAGRAM\" data-image-description=\"&lt;p&gt;#image_title&lt;\/p&gt;\n\" data-image-caption=\"\" data-medium-file=\"https:\/\/i0.wp.com\/www.wholetomato.com\/blog\/wp-content\/uploads\/2026\/05\/STACK-DIAGRAM.png?fit=300%2C200&amp;ssl=1\" data-large-file=\"https:\/\/i0.wp.com\/www.wholetomato.com\/blog\/wp-content\/uploads\/2026\/05\/STACK-DIAGRAM.png?fit=1024%2C683&amp;ssl=1\" class=\"alignnone wp-image-4899\" src=\"https:\/\/i0.wp.com\/www.wholetomato.com\/blog\/wp-content\/uploads\/2026\/05\/STACK-DIAGRAM.png?resize=801%2C534&#038;ssl=1\" alt=\"Diagram of the Unreal Engine module stack: Game Modules on top, Plugins in the middle, Engine at the base, with .uproject and Build.cs files connecting them.\" width=\"801\" height=\"534\" srcset=\"https:\/\/i0.wp.com\/www.wholetomato.com\/blog\/wp-content\/uploads\/2026\/05\/STACK-DIAGRAM.png?resize=1024%2C683&amp;ssl=1 1024w, https:\/\/i0.wp.com\/www.wholetomato.com\/blog\/wp-content\/uploads\/2026\/05\/STACK-DIAGRAM.png?resize=300%2C200&amp;ssl=1 300w, https:\/\/i0.wp.com\/www.wholetomato.com\/blog\/wp-content\/uploads\/2026\/05\/STACK-DIAGRAM.png?resize=768%2C512&amp;ssl=1 768w, https:\/\/i0.wp.com\/www.wholetomato.com\/blog\/wp-content\/uploads\/2026\/05\/STACK-DIAGRAM.png?resize=360%2C240&amp;ssl=1 360w, https:\/\/i0.wp.com\/www.wholetomato.com\/blog\/wp-content\/uploads\/2026\/05\/STACK-DIAGRAM.png?w=1536&amp;ssl=1 1536w\" sizes=\"auto, (max-width: 801px) 100vw, 801px\" data-recalc-dims=\"1\" \/><\/a><\/p>\n<p><!-- <img decoding=\"async\" src=\"assets\/STACK%20DIAGRAM.png\" alt=\"Diagram of the Unreal Engine module stack: Game Modules on top, Plugins in the middle, Engine at the base, with .uproject and Build.cs files connecting them.\" \/> --><\/p>\n<h2>Read by question, not by file<\/h2>\n<p>Pick a question, then chase it. Here\u2019s one to start with:<\/p>\n<blockquote><p><em>\u201cWhen I press a key, what actually happens?\u201d<\/em><\/p><\/blockquote>\n<p>You trace it:<\/p>\n<ul>\n<li>Input mapping fires on the <code>APlayerController<\/code>.<\/li>\n<li>The controller forwards it to the possessed <code>ACharacter<\/code>.<\/li>\n<li>The character calls into <code>UCharacterMovementComponent<\/code> \u2014 engine code, not yours.<\/li>\n<li>The movement component updates position, replicates state, and eventually fires events back up the stack that your gameplay code listens for.<\/li>\n<\/ul>\n<p>Of course, you won\u2019t memorize that path on the first walk. The point is the <em>habit<\/em>: pick one thread, walk it from input to outcome, and follow it across the boundary from your game module into engine code. Then walk a different thread. After three or four traces, the codebase stops feeling like 800 folders and starts feeling like a network that you can conceptually follow.<\/p>\n<p>This is the solo dev&#8217;s superpower. It&#8217;s one of the key <a href=\"https:\/\/www.wholetomato.com\/blog\/how-to-get-a-job-as-a-game-developer-in-2025-part-1-skills-tools-job-tips\/\">skills studios look for<\/a>. Nobody is going to teach you the architecture. So you teach yourself by tracing one thing at a time. Don\u2019t try to understand the rendering pipeline before you understand how a single bullet leaves a gun in your own game.<\/p>\n<p><a href=\"https:\/\/i0.wp.com\/www.wholetomato.com\/blog\/wp-content\/uploads\/2026\/05\/INPUT-EVENT-DIAGRAM.png?ssl=1\"><img loading=\"lazy\" decoding=\"async\" data-attachment-id=\"4900\" data-permalink=\"https:\/\/www.wholetomato.com\/blog\/finding-your-way-large-unreal-engine-codebase\/input-event-diagram\/\" data-orig-file=\"https:\/\/i0.wp.com\/www.wholetomato.com\/blog\/wp-content\/uploads\/2026\/05\/INPUT-EVENT-DIAGRAM.png?fit=1774%2C887&amp;ssl=1\" data-orig-size=\"1774,887\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"INPUT EVENT DIAGRAM\" data-image-description=\"\" data-image-caption=\"\" data-medium-file=\"https:\/\/i0.wp.com\/www.wholetomato.com\/blog\/wp-content\/uploads\/2026\/05\/INPUT-EVENT-DIAGRAM.png?fit=300%2C150&amp;ssl=1\" data-large-file=\"https:\/\/i0.wp.com\/www.wholetomato.com\/blog\/wp-content\/uploads\/2026\/05\/INPUT-EVENT-DIAGRAM.png?fit=1024%2C512&amp;ssl=1\" class=\"alignnone size-large wp-image-4900\" src=\"https:\/\/i0.wp.com\/www.wholetomato.com\/blog\/wp-content\/uploads\/2026\/05\/INPUT-EVENT-DIAGRAM.png?resize=1024%2C512&#038;ssl=1\" alt=\"Flow diagram tracing an input event from APlayerController through ACharacter into UCharacterMovementComponent, with a marked boundary where game code crosses into engine code.\" width=\"1024\" height=\"512\" srcset=\"https:\/\/i0.wp.com\/www.wholetomato.com\/blog\/wp-content\/uploads\/2026\/05\/INPUT-EVENT-DIAGRAM.png?resize=1024%2C512&amp;ssl=1 1024w, https:\/\/i0.wp.com\/www.wholetomato.com\/blog\/wp-content\/uploads\/2026\/05\/INPUT-EVENT-DIAGRAM.png?resize=300%2C150&amp;ssl=1 300w, https:\/\/i0.wp.com\/www.wholetomato.com\/blog\/wp-content\/uploads\/2026\/05\/INPUT-EVENT-DIAGRAM.png?resize=768%2C384&amp;ssl=1 768w, https:\/\/i0.wp.com\/www.wholetomato.com\/blog\/wp-content\/uploads\/2026\/05\/INPUT-EVENT-DIAGRAM.png?resize=1536%2C768&amp;ssl=1 1536w, https:\/\/i0.wp.com\/www.wholetomato.com\/blog\/wp-content\/uploads\/2026\/05\/INPUT-EVENT-DIAGRAM.png?resize=360%2C180&amp;ssl=1 360w, https:\/\/i0.wp.com\/www.wholetomato.com\/blog\/wp-content\/uploads\/2026\/05\/INPUT-EVENT-DIAGRAM.png?w=1774&amp;ssl=1 1774w\" sizes=\"auto, (max-width: 1024px) 100vw, 1024px\" data-recalc-dims=\"1\" \/><\/a><\/p>\n<p><!-- <img decoding=\"async\" src=\"assets\/INPUT%20EVENT%20DIAGRAM.png\" alt=\"Flow diagram tracing an input event from APlayerController through ACharacter into UCharacterMovementComponent, with a marked boundary where game code crosses into engine code.\" \/> --><\/p>\n<h2>The reflection macros that defeat your IDE<\/h2>\n<p>You\u2019ll discover <code>UCLASS()<\/code>, <code>UFUNCTION()<\/code>, <code>UPROPERTY()<\/code>, and <code>GENERATED_BODY()<\/code> on your first day. Here\u2019s what they actually do, and how to read past them.<\/p>\n<p><strong>What the macros generate.<\/strong> <a href=\"https:\/\/dev.epicgames.com\/documentation\/en-us\/unreal-engine\/unreal-engine-reflection-system\">Unreal Header Tool (UHT)<\/a> scans your headers, finds these macros, and generates code that hooks your C++ classes into Unreal\u2019s reflection system \u2014 the thing that lets Blueprints, the editor, the GC, and the network layer all see your types. Without UHT, none of those work. With UHT, your class is suddenly part of a larger runtime than the C++ standard alone describes.<\/p>\n<p><strong>Why your IDE struggles.<\/strong> Default Visual Studio IntelliSense doesn\u2019t run UHT. It sees a macro it can\u2019t expand correctly and quietly mis-parses the surrounding class. That\u2019s why you get red squigglies on perfectly valid code, or <code>Go to Definition<\/code> gets confused and you jump to the wrong place. Recent VS versions have improved here, but in macro-heavy UE code the limits still show up daily.<\/p>\n<p><strong>How to read past them.<\/strong> When you see <code>UFUNCTION(BlueprintCallable, Category=\"Combat\")<\/code>, mentally translate: <em>this is a function, exposed to Blueprints, with this category label.<\/em> <strong>Don\u2019t get distracted by the parens.<\/strong> The function signature on the next line is what matters. Same for <code>UPROPERTY<\/code> \u2014 the type and name come after; the macro arguments are metadata for the editor and serializer.<\/p>\n<blockquote><p><em>In plain English: these macros are how Unreal turns your C++ into something Blueprints, the editor, and the engine\u2019s runtime can all talk to. The catch is that Visual Studio doesn\u2019t know that. When IntelliSense looks confused, it usually is \u2014 and it usually isn\u2019t your fault.<\/em><\/p><\/blockquote>\n<h2>Three navigation moves that make engine source readable<\/h2>\n<p>If you only learn three IDE moves, learn these. Use them every day until they\u2019re muscle memory.<\/p>\n<p><strong>Go to Definition \/ Go to Declaration.<\/strong> UE is header-heavy. Forward declarations are everywhere. Knowing the difference matters: declaration takes you to the header, definition to the <code>.cpp<\/code>. When you see a symbol you don\u2019t recognize, jump first, ask later. You can always come back.<\/p>\n<p><strong>Find All References.<\/strong> The single most-underused feature among new UE devs. UE wires a lot of itself together by name \u2014 Blueprints reference C++ functions by string, Gameplay Ability System abilities by tag \u2014 so the compiler can\u2019t tell you when you\u2019ve broken a caller. Find References can. Before you rename or change the signature of a <code>UFUNCTION<\/code>, run Find References on it. Always.<\/p>\n<p><strong>Fuzzy file \/ symbol open.<\/strong> Knowing the rough name of a class is enough. <code>Ctrl+T<\/code> and a fragment beats scrolling Solution Explorer for everything except the smallest projects.<\/p>\n<p><!-- <img decoding=\"async\" src=\"assets\/THREE%20NAVIGATION%20INFOGRAPHIC.png\" alt=\"Workflow loop infographic showing the three daily navigation moves: Go to Definition, Find All References, and Fuzzy Open.\" \/> --><\/p>\n<p><a href=\"https:\/\/i0.wp.com\/www.wholetomato.com\/blog\/wp-content\/uploads\/2026\/05\/THREE-NAVIGATION-INFOGRAPHIC.png?ssl=1\"><img loading=\"lazy\" decoding=\"async\" data-attachment-id=\"4902\" data-permalink=\"https:\/\/www.wholetomato.com\/blog\/finding-your-way-large-unreal-engine-codebase\/three-navigation-infographic\/\" data-orig-file=\"https:\/\/i0.wp.com\/www.wholetomato.com\/blog\/wp-content\/uploads\/2026\/05\/THREE-NAVIGATION-INFOGRAPHIC.png?fit=1254%2C1254&amp;ssl=1\" data-orig-size=\"1254,1254\" data-comments-opened=\"1\" data-image-meta=\"{&quot;aperture&quot;:&quot;0&quot;,&quot;credit&quot;:&quot;&quot;,&quot;camera&quot;:&quot;&quot;,&quot;caption&quot;:&quot;&quot;,&quot;created_timestamp&quot;:&quot;0&quot;,&quot;copyright&quot;:&quot;&quot;,&quot;focal_length&quot;:&quot;0&quot;,&quot;iso&quot;:&quot;0&quot;,&quot;shutter_speed&quot;:&quot;0&quot;,&quot;title&quot;:&quot;&quot;,&quot;orientation&quot;:&quot;0&quot;}\" data-image-title=\"THREE NAVIGATION INFOGRAPHIC\" data-image-description=\"\" data-image-caption=\"\" data-medium-file=\"https:\/\/i0.wp.com\/www.wholetomato.com\/blog\/wp-content\/uploads\/2026\/05\/THREE-NAVIGATION-INFOGRAPHIC.png?fit=300%2C300&amp;ssl=1\" data-large-file=\"https:\/\/i0.wp.com\/www.wholetomato.com\/blog\/wp-content\/uploads\/2026\/05\/THREE-NAVIGATION-INFOGRAPHIC.png?fit=1024%2C1024&amp;ssl=1\" class=\"alignnone wp-image-4902\" src=\"https:\/\/i0.wp.com\/www.wholetomato.com\/blog\/wp-content\/uploads\/2026\/05\/THREE-NAVIGATION-INFOGRAPHIC.png?resize=575%2C575&#038;ssl=1\" alt=\"Workflow loop infographic showing the three daily navigation moves: Go to Definition, Find All References, and Fuzzy Open.\" width=\"575\" height=\"575\" srcset=\"https:\/\/i0.wp.com\/www.wholetomato.com\/blog\/wp-content\/uploads\/2026\/05\/THREE-NAVIGATION-INFOGRAPHIC.png?resize=1024%2C1024&amp;ssl=1 1024w, https:\/\/i0.wp.com\/www.wholetomato.com\/blog\/wp-content\/uploads\/2026\/05\/THREE-NAVIGATION-INFOGRAPHIC.png?resize=300%2C300&amp;ssl=1 300w, https:\/\/i0.wp.com\/www.wholetomato.com\/blog\/wp-content\/uploads\/2026\/05\/THREE-NAVIGATION-INFOGRAPHIC.png?resize=150%2C150&amp;ssl=1 150w, https:\/\/i0.wp.com\/www.wholetomato.com\/blog\/wp-content\/uploads\/2026\/05\/THREE-NAVIGATION-INFOGRAPHIC.png?resize=768%2C768&amp;ssl=1 768w, https:\/\/i0.wp.com\/www.wholetomato.com\/blog\/wp-content\/uploads\/2026\/05\/THREE-NAVIGATION-INFOGRAPHIC.png?resize=360%2C360&amp;ssl=1 360w, https:\/\/i0.wp.com\/www.wholetomato.com\/blog\/wp-content\/uploads\/2026\/05\/THREE-NAVIGATION-INFOGRAPHIC.png?w=1254&amp;ssl=1 1254w\" sizes=\"auto, (max-width: 575px) 100vw, 575px\" data-recalc-dims=\"1\" \/><\/a><\/p>\n<p>Default Visual Studio\u2019s versions of these three moves work \u2014 until they hit UE macros, partially-compiled code, or a 5M-line solution. That\u2019s where C++ Visual Studio plugins like <a href=\"https:\/\/www.wholetomato.com\/?utm_source=blog&amp;utm_medium=cta&amp;utm_campaign=unreal_focus\">Visual Assist<\/a> help. It uses a separate parser to handle <code>UCLASS<\/code>\/<code>UFUNCTION<\/code>\/<code>GENERATED_BODY<\/code> cleanly. It can run Go to Definition on broken or mid-edit code, and keeps symbol search instant on Unreal-sized projects. The bigger point, though, is the <em>habit<\/em> \u2014 don\u2019t accept a workflow where these moves don\u2019t work.<\/p>\n<h2>Use the debugger as a map<\/h2>\n<p>The debugger isn\u2019t just for fixing bugs. It\u2019s the fastest way to understand a codebase you didn\u2019t write.<\/p>\n<p>The move:<\/p>\n<ol>\n<li>Set a breakpoint somewhere obvious \u2014 <code>BeginPlay<\/code> on your player character, or a function you know fires when you press a key.<\/li>\n<li>Hit F5 with the editor as the launch target, then start Play In Editor.<\/li>\n<li>Trigger the action.<\/li>\n<li>Walk the call stack. Every frame is a real call site. Click each one. Read the surrounding function.<\/li>\n<\/ol>\n<p>You\u2019re getting a guided tour through the engine, written by Epic, executed live. This is what studio engineers do constantly and almost never talk about. For an indie working alone, it\u2019s the closest thing to having a senior dev sit next to you.<\/p>\n<p>(Live Coding is faster than full rebuilds for iteration, but for <em>learning<\/em> a codebase, the full debugger is the better tool \u2014 the call stack is the lesson.)<\/p>\n<blockquote><p><em>In plain English: when you set a breakpoint and the game pauses, the call stack shows every function that had to run to get there. That stack is a map of how the engine actually works \u2014 not a tutorial\u2019s version of it, the real one.<\/em><\/p><\/blockquote>\n<h2>Build the habit<\/h2>\n<p>Four small habits turn this from advice into a workflow.<\/p>\n<p><strong>Keep a <code>notes file<\/code><\/strong>\u00a0When you finally figure out where something lives, write it down. Future-you will Google it again in three weeks.<\/p>\n<p><strong>Refactor only what you understand.<\/strong> If you can\u2019t explain why a function is structured the way it is, don\u2019t rename it yet. Trace first, refactor second.<\/p>\n<p><strong>Set a tooling tripwire.<\/strong> If you find yourself rebuilding the project to navigate it \u2014 Live Coding, full rebuilds, anything beyond an incremental compile to <em>check correctness<\/em> \u2014 your tools are working against you. Stop and fix the tools.<\/p>\n<p><strong>Trace one thread per week.<\/strong> Pick a feature you don\u2019t understand and walk it end-to-end, from user input to engine call. After a quarter of this, you\u2019ll know the codebase better than most of the team.<\/p>\n<h2>Closing<\/h2>\n<p>The codebase will always be bigger than your head. The skill isn\u2019t memorizing it \u2014 it\u2019s asking better questions of it.<\/p>\n<p>An unfamiliar UE codebase feels overwhelming because it <em>is<\/em> overwhelming, and learning to navigate it is the same skill whether you\u2019re solo on a passion project or new on a 50-person team. The traces you walk this month are the architecture lecture nobody gave you.<\/p>\n<p>If your IDE is the part of your workflow fighting you the hardest, that\u2019s the most fixable problem on this list. Visual Assist is what we build for it; whatever you use, don\u2019t accept a setup where Go to Definition shrugs at you.<\/p>\n<p style=\"text-align: center; margin: 2.5em 0 1em;\"><a style=\"display: inline-block; background-color: #e7000b; color: #ffffff; padding: 14px 28px; font-weight: 600; font-size: 16px; text-decoration: none; border-radius: 6px;\" href=\"https:\/\/www.wholetomato.com\/downloads?utm_source=blog&amp;utm_medium=cta&amp;utm_campaign=unreal_focus\">Try Visual Assist<\/a><\/p>\n<p style=\"text-align: center; color: #666; font-size: 14px; margin-top: 0;\">30-day free trial \u00b7 No credit card<\/p>\n","protected":false},"excerpt":{"rendered":"<p>The moment the project opens Welcome gamer! You&#8217;re excited to start coding games so you set up your Unreal Engine and\u00a0 finally got the source linked to your project&#8230; Once it opens you&#8217;re greeted with&#8230;<\/p>\n","protected":false},"author":213500340,"featured_media":4898,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_coblocks_attr":"","_coblocks_dimensions":"","_coblocks_responsive_height":"","_coblocks_accordion_ie_support":"","jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_newsletter_tier_id":0,"footnotes":"","jetpack_publicize_message":"","jetpack_is_tweetstorm":false,"jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":false,"jetpack_social_options":{"image_generator_settings":{"template":"highway","enabled":false}}},"categories":[672],"tags":[2426,70886,726360670,726360668,1453277,6678],"class_list":["post-4895","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-tips-and-tricks","tag-c","tag-debugging","tag-ide-navigation","tag-indie-development","tag-unreal-engine","tag-visual-studio"],"jetpack_publicize_connections":[],"aioseo_notices":[],"jetpack_featured_media_url":"https:\/\/i0.wp.com\/www.wholetomato.com\/blog\/wp-content\/uploads\/2026\/05\/COVER.png?fit=1536%2C1024&ssl=1","jetpack_likes_enabled":true,"jetpack_sharing_enabled":true,"jetpack_shortlink":"https:\/\/wp.me\/pfpLS4-1gX","aioseo_head":"\n\t\t<!-- 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