Currently it’s difficult to rename projects which include c++ code.
This can lead to errors making the game impossible to compile. It would be useful to have a feature was added into the launcher which could automate this process.
Currently it’s difficult to rename projects which include c++ code.
This can lead to errors making the game impossible to compile. It would be useful to have a feature was added into the launcher which could automate this process.
Note that while renaming the the project just requires renaming of uproject file, but you don’t need to rename the C++ module it self (directory in “Source”), which name wont be visible anyway if you package to monolithic exe, which UE4 does by default if you do shipping build. The project will use module defined in uproject file with it’s name and change of uproject file name won’t effect that, this includes generated sln file
"Modules": [
{
"Name": "SomeModuleName",
"Type": "Runtime",
"LoadingPhase": "Default"
}
If you would change the name of C++ module, then it becomes more complicated and it is required to do steps defined in that post
Also that epic does the same by still keeping “Kismet” and “K2” (Kismet 2.0) names for stuff that was used before it was renamed to “Blueprint”, to avoid rename complications ;]
Oh, right. I was really over thinking it. Thanks of the help.
That might explain why most of the files in Infinity Blade 1 are named things like SwordGame*.*
As of 4.25, the Launcher provides an option to clone/rename projects but gives a warning when trying to clone C++ projects. Until that changes, you can use this tool that I wrote. It automates the renaming process for both BP-only and C++ projects. Enjoy :).
Nice. Funnily enough i have actally written my own open source tool to do this (along with some other handy features).
https://samcarey./ue4-tools-open-source-tool
Actually, it was your renaming tool that gave me the idea to write my own. The UE4 Tools package looks awesome, in particular the bits that generate Editor code. , Editor manipulation is still the most opaque and least documented part of the entire engine (even after having written two Editor plugins), so this is definitely worth a try.