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Object literal references to assets are being interpreted as types #139

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cmbasnett opened this issue Dec 6, 2021 · 3 comments
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bug Something isn't working enhancement New feature or request

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@cmbasnett
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Describe the bug
Object literals that reference asset files emit errors that the internal reference string is a missing type.

Expected behavior
The type lookups should only be done for class and enum object literals. The extension should make no attempt to do sanity checks on the internal reference string for any other object literal.

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@cmbasnett cmbasnett changed the title Object literal references are being interpreted as types Object literal references to assets are being interpreted as types Dec 6, 2021
@EliotVU EliotVU self-assigned this Dec 8, 2021
@EliotVU EliotVU added bug Something isn't working enhancement New feature or request labels Dec 8, 2021
@EliotVU EliotVU added this to the Next milestone Dec 8, 2021
@EliotVU
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EliotVU commented Dec 8, 2021

Thanks, however I do believe all Core class types should be type checked such as UProperty, UPackage etc.

@EliotVU
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EliotVU commented Dec 8, 2021

I marked this both as an enhancement and a bug due the misleading error message.

@Shtoyan
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Shtoyan commented Jan 4, 2023

I second this. If you deal with weapon classes, everything is just marked with red underlines and your brains start to constantly search for errors.

What if, instead of disabling the errors try to really check the resources? Recently I've found a great project unrealarchive which is powered by https://github.com/shrimpza/unreal-package-lib. It can check the dependencies and assets used by a mod.

Can it be somehow combined with this extension?

@EliotVU EliotVU removed this from the 0.6 milestone Jan 26, 2023
EliotVU added a commit that referenced this issue Jan 29, 2023
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