So, for now, no way to generate C++ classes correctly in UnrealEditor with new build settings enabled? Manual work needed. Example:
- Create an empty C++ project
- Create any class in UnrealEditor inside some subfolder with public/private structure enabled
- Build failed because of default header has the name “ActorName.h”
Not convenient… And definitely it is not correct behavior, because the build failed.
Every time you need to add a full classpath to the header or add PublicIncludePaths.