Hello! You can do it like this
- Choose folder
- Right button click
- Create
- Folder
After folder is created just use OS Dialog to choose it.
You also can reset Public|Private by reselecting in OS Dialog root folder of Project source
Hello! You can do it like this
After folder is created just use OS Dialog to choose it.
You also can reset Public|Private by reselecting in OS Dialog root folder of Project source
When creating a new C++ Class in the default âC++ Classes/ProjectNameâ folder I encountered several problems:
Thank you for your answer, I already tried that as you can see from the second picture, I tried it again and it doesnât work, Iâm getting the same compile error.
Selecting the root folder of project doesnât work too, tried both on a new project
If you have compile errors then you project content folder doesnt update! So you should firstly fix copilation and after that you content folder will refreshâŚ
Compilation errors are caused by the class creation and the only way to resolve them is deleting the class just created, so⌠No, thatâs not the problem.
Itâs a new empty project and everything compiles fine until you create the class (try to believe)
I solved this commenting a row in the ProjectName.Target.cs and ProjectNameEditor.Target.cs:
DefaultBuildSettings = BuildSettingsVersion.V2;
Apparently if you use Build Settings Version V2 it doesnât read files outside the Public/Private folders but I guess this is not a real solution (I wasnât able to find what this version does but I think it should have some improvement)
Another solution is to fix all headers to include files otherwise not considered by the new build system (Introduced in 4.24), I found a script to do it automatically here:
I am a bit late to this party. But I also got wondering why we cannot arrange our C++ files into folders using the editor. Ultimately, I wanted to create a UI/Menu system that I can easily copy/import and use in other projects.
I also ran into all the problems you mentioned once I tried to make my own folders (by editing the string in the Class Creation dialog).
Eventually I have discovered âmodulesâ: Unreal Engine Modules | Unreal Engine 4.27 Documentation
I think this is linked to the folder thing, because you have to manually create a folder with the name you wish your module to be called and it has to live in the âSourceâ folder.
I havenât fully implemented a module yet, but it seems they are ideal for making re-usable code