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 ;]