[Request] Allow bypass of Add New Class's Invalid Module Folder Warning

I am using multiple modules in my project. The other module lives adjacent to the main project module and is compiled into the build. I would like to still be able to quickly create a new derived class with the ‘Add Code To Project’ feature, even if my organization is slightly off what is expected.

Could we please allow the ability to push past this warning, maybe with a pop-up to be sure its intended. Notice the grey’d out ‘Create Class’ button below, preventing the operation from completing. Thanks!

Also, technically I think I’m still in the projects source path (Source/Go), just not the ‘Go’ module, I am using another module called ‘Ag’ (Source/Ag).

Hey,

The “Add Code To Project” wizard does try to handle multiple modules, however the validation in the UI currently assumes that all modules will start with a common base name, eg, QAGame, QAGameEditor, QAGameClient.

You should find that a module starting with “Go” should be accepted, however I realise this isn’t always an ideal naming scheme.

This restriction was added to avoid people accidentally creating a class outside of a valid module for their project, however this could probably be relaxed now, since the UI is set to the correct place by default, and if you’re working with multiple modules then I’d say it’s a safe bet you know what you’re doing with them :slight_smile:

I’ll get a task raised internally to look at relaxing this check (although it must still enforce that the module is within the Source folder for your project).

Thanks.

I forgot to mention, but this was changed for 4.4.

It will now allow you to add code to any module listed in your .uproject file, regardless of name.

https://github.com/EpicGames/UnrealEngine/commit/392966e05faf631aa53f0d5060d3b6ddc146ec45

Great! Thanks!