Hi thank you very much for responding… So I created a fresh project and re-did everything. Used only this line to accomplish it. Not sure what happen to the previous project as it really did feel like i followed the exact steps. I’ll list down the steps in order so that it may help others in the future. Maybe the only difference was using a blueprint project instead of a C++ one… But I’m not too sure as I did it multiple times =D
[/Script/Engine.Engine]
+ActiveClassRedirects=(OldClassName=“BaseCharacter”,NewClassName=“/Script/NEWPROJECTNAME.BaseCharacter”)
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Create a new project. (I used a new blank blueprint project)
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Re-create the C++ class with the new project name
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Edit the defaultengine.ini file accordingly
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Compile and build and re-open project.
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There will be some load errors. Just enter those assets with load errors and reload the nodes(if available else just save) and save.
Should be fine then. Thanks again and Morskoy !!. OMG it’s 3AM, time to call it a day.