GitHub upload process

I need to send my work folder I just created to github. What is the way

Got it — you’ve got a fresh work folder you want to push up to GitHub. Here’s the basic workflow (first-time setup style):

### Step 1: Initialize Git inside the folder
“`bash
cd path/to/your/workfolder
git init
“`

### Step 2: Add your files
“`bash
git add .
“`

### Step 3: Commit them
“`bash
git commit -m “Initial commit”
“`

### Step 4: Connect to your GitHub repo
Go to GitHub → create a new repository (empty, no README). Copy the repo’s URL (HTTPS or SSH).

“`bash
git remote add origin https://github.com/YourUsername/YourRepo.git
“`

### Step 5: Push it up
“`bash
git branch -M main
git push -u origin main
“`

⚠️ Things to watch out for:
– If your repo already has a README or other files, you may need to pull first (`git pull origin main –allow-unrelated-histories`) before pushing.
– Make sure you’re logged in (`git config –global user.name “Your Name”` and `git config –global user.email “you@example.com”`).

Do you want me to write this out as a **copy-paste script** you can just run, or would you rather me break it into bite-sized “do one step, test it, then next” instructions?
Or just right clicfk the folder while in visual studio
Yep — Visual Studio has a *“lazy human”* button for this. 😏
If you’ve already got your folder opened as a project/solution in **Visual Studio (not VS Code)** you can right-click the solution or project in **Solution Explorer** and do:

**`Add Solution to Source Control…` → choose Git → then push to GitHub.**

The flow looks like this:
1. **Right-click solution** → *Add Solution to Source Control*.
– This initializes Git for you.
2. **Go to: Team Explorer → Home → Changes**
– Stage and commit your initial files.
3. **Team Explorer → Sync → Push to GitHub** (you’ll need to sign into your GitHub account the first time).
4. Pick or create the GitHub repo right in VS, hit *Publish*.

That’s it — no command line required.

👉 Are you working in **Visual Studio** (the big C++/C# IDE) or in **VS Code**?
The right-click GitHub integration is only built into full Visual Studio. In VS Code, it’s more “command line + GitHub Desktop extension” land.
Perfect anme for me – Lazy Human
🤣 Fits like a Git glove!

“Lazy Human™” — *patent pending*.
Tagline: *Why type five commands when right-click does it?*

Honestly, the whole reason GitHub baked that Visual Studio integration in was for us lazy humans. We’d all rather push a button than memorize arcane `git` incantations like we’re wizards. 🧙‍♂️

Want me to draft you a **“Lazy Human Git Workflow”** cheat sheet (VS vs VS Code vs CLI), so you can always pick the shortest path?
What text editor window is easiest to implement for the plugin I am working on
Ahh, good question — this is where “lazy human” instincts meet “efficient engineer.”

For your Unreal Engine plugin (an in-editor C++ IDE window), here are the contenders, ranked from *easiest to hardest* to embed:

### 🥇 **Scintilla/ScintillaNET**
– **What it is:** Lightweight text editor component used in Notepad++, cross-platform, C++ native.
– **Why good:** Small footprint, syntax highlighting out of the box, easy to wire into a Slate/UMG wrapper.
– **Effort level:** *Easiest native embed* — you get a decent editor without dragging in half a browser.

### 🥈 **TextMeshPro/Slate Text Editor**
– **What it is:** Unreal’s built-in text box + syntax highlighting via custom Slate.
– **Why good:** Zero external dependencies.
– **Effort level:** *Easiest integration*, but you’ll have to reinvent syntax highlighting, code folding, autocompletion. Feels like carving your own IDE with a butter knife.

### 🥉 **Monaco Editor (VS Code’s engine)**
– **What it is:** The editor inside VS Code (JavaScript/TypeScript).
– **Why good:** Super modern: syntax highlighting, IntelliSense, autocomplete, themes, keyboard shortcuts.
– **Effort level:** Heavier. You embed it via Unreal’s WebBrowser widget. You get power, but at the cost of shipping Chromium and dealing with JS ↔ C++ bridge code.

### 🥵 **Qt Creator Editor / Custom IDE port**
– **What it is:** Pulling a full IDE’s editing component (Qt, Eclipse).
– **Why good:** Feature-rich.
– **Effort level:** Like dropping an aircraft carrier into your swimming pool. Only do it if you want pain.

⚡ **My Take (for your plugin):**
If your goal is *get something running fast* → start with **Scintilla**. It gives you real code editor vibes without the web overhead.
If your goal is *modern features with minimal reinvention* → **Monaco** via WebBrowser is worth it, even if it’s heavier.

Want me to mock up a quick **step-by-step “Lazy Human” path** for embedding Scintilla into a UE plugin window?
As soon as any code is entered into this project – it crashes.
Oof — classic Unreal “no tolerance for funny business.”
If your brand-new plugin crashes *the moment you type actual code into it*, that usually means the editor window you embedded can’t handle the keystroke events, or your module load order is misaligned.

Here are the top suspects:

### 1. **Wrong module type / load timing**
– If your plugin module is marked as `Runtime` instead of `Editor`, UE might be loading it into the wrong context.
– Fix: in `YourPlugin.uplugin`, make sure the module looks like:
“`json
“Modules”: [
{
“Name”: “YourPlugin”,
“Type”: “Editor”,
“LoadingPhase”: “Default”
}
]
“`

### 2. **Bad Slate widget binding**
– If you hooked up a text box/editor widget in C++/Slate, a null pointer dereference on `OnTextChanged` or `OnKeyDown` will insta-crash.
– Add sanity checks:
“`cpp
if (MyTextBox.IsValid()) {
MyTextBox->SetText(…);
}
“`

### 3. **WebBrowser / JS bridge crash**
– If you tried Monaco via `SWebBrowser`, and *any* input causes a crash, it’s often missing **CEF (Chromium Embedded Framework)** binaries.
– Did you enable the `WebBrowser` plugin in UE? If not, every keypress tries to talk to a dead browser process = crash.

### 4. **Hot Reload evil**
– UE’s *Live Coding* + a custom editor widget = 💥.
– Try doing a full **close UE → Build from VS → Reopen UE** instead of relying on Live Coding after editing the plugin.

### 5. **Accessing engine APIs too early**
– If your constructor is trying to bind delegates before `FSlateApplication::Get()` is ready, you’ll get a crash.
– Solution: move code into `StartupModule()` after UI is initialized.

⚡ **Debugging tip:**
– Run UE from **Visual Studio Debugger (F5)**.
– When it crashes, check the call stack — it’ll tell you if it’s your widget’s `OnKeyDown`, `CEF`, or some other module dereference.

👉 Do you want me to write you a **minimal “Hello World” safe plugin** (just a text editor box that won’t crash), so you can replace your current one and build from there? That way we can isolate whether it’s your embed choice (Monaco/Scintilla/etc.) or just module setup.