When starting a new project, our company frequently uses an old project as a base to get up and running, then adds/removes pieces to suit the new project. In this case, I would like to copy ShooterGame to get all the networked multi-player functionality, then rename everything to FooGame. In an engine with text-based file formats, I might be able to accomplish a mass copy-rename operation myself with a simple script. In UE, the blueprints seem averse to text replacements, perhaps because they rely on stored file sizes or hashes. Consequently, if I copy the entire directory and rename all the C++ classes, the blueprints will require manual fix-up to work (even the ActiveClassRedirects don’t always seem to do it). My ideal would be to have a “Copy Project” option for creating a new project, (essentially using any existing project as a template), which would rename C++ files and classes and fix up copied blueprint references.
As has been suggested elsewhere, a possible alternative would be to allow porting of individual assets using a target project name and directory, in which case I would create a new blank project, then copy all the content of ShooterGame over, and migrate all the C++ source myself.