To start using clang-tidy in your project, you'll need to go through the installation process. The first half of these steps only need to be done once, after which you can use clang-tidy in any project you want.
Purchase the plugin through the License Manager
First off, you'll need to purchase a subscription to clang-tidy through the License Manager. You'll need to order enough seats to cover everyone on your team that is developing in or compiling C++ code.Purchase in the License Manager
If you've already got a subscription, but need to purchase more seats, you can manage your subscription from the same page.
Download the plugin through Redpoint GitLab
After purchasing the plugin in the License Manager, you'll have access to the source code repository.
You can download the plugin by using
git clone or by downloading the ZIP file.
Add the plugin to your project
Extract the downloaded ZIP file into your project, under the
Plugins/ClangTidy directory. You'll probably need to create this directory.
You'll want to extract is such that the file layout in your project looks like this:
There's no need to remove the top-level files from the repository before copying the plugin into the project, as Unreal Engine will search for
.uplugin files recursively.
Build your project and license your machine
Re-generate your project files and build your Unreal Engine project from your IDE (Visual Studio).
The first time you build with clang-tidy, you'll get a licensing prompt that looks like this:
When you click Yes, it'll open the License Manager in your browser and allocate you a seat from your subscription.
Configure clang-tidy in your project
Now that you've installed clang-tidy for Unreal Engine, you'll need to configure it for your project so you can start checking your code for errors.
Refer to Configuring your project for the next steps.