Here is my situation. I originally named my project “Test”. After trying to package the game for windows and reading somewhere about it not being able to package because of its name, I tried changing the name of the project by changing the name of files within the project. I also made sure to recreate and generate the visual studio project files. After doing that and tampering with it so much, now my game will no longer open. It gives me “Test could not be compiled. Try rebuilding from the source.” My game did have C++ files created, I did end up deleting them because all of my work was on Blueprint. I went to the .sln file to try recompiling it there, but it gave me error code MS3073 and exit code=6. When I try the rebuild by going into the right side of the project name and right clicking, I somehow get exit code=-1
Changing Blueprint only project names is very straightforward, you only need to change the .uproject file name and then update the Engine Config.
What files within the project did you chanage other than the .uproject?
Why do you have to generate visual studio project files at all if all your work was done in blueprints?
The .sln returned an error most likely because of the deleted C++ files. You can open the visual studio project > CTRL + F5 to compile and run, then check the log for errors after it fails.
What I would recommend, since all your work was done in Blueprints, is to simply:
Navigate to the Epic Games Launcher and create a new project with the new name, using the same engine version as the Test project.
Navigate to the directory of the Test project, and copy the Content and Config folders.
Paste the folders at the directory of the newly created project. So replace its Config and Content folders with the ones from Test project.
Thank you to @Hiraeth and @Shmoopy1701. You have both saved me from what I felt was gonna be a devastating tragedy. Transferring the files from the corrupt ‘Test’ to a new project file worked out. As for getting version control, that is what I have been working on. I am making sure this will not happen again. Once again, thank you so much, and I am happy to be joining the Unreal Engine Community!