"Add code to project" resets my filters

Hi -

So I have a lot of C++ classes and have been trying to manage them with Visual Studio’s filters, to be more organized. This builds fine. However, when I add a class via the “add code to project” wizard in UE4, it will take away all of my filters and reset it with everything in the “public” and “private” filters. Is there a way to fix this?

Using 4.3.0

Thanks!

It probably because VS project files are regenerated when you use that wizard. Maybe it will be fixed later, for now you can make class manualy and add them to your project, dont make them in VS as they will land in intermidiate directory.

Remember that UBT ignores your project files (you dont really need them actully), it will compile everything you got in source directory.

alright. I am making physical folders in the project now to see if that is also a workable solution.

Alright, so here’s what I found. I’m using 4.3.1 now. Currently, Unreal will regenerate the project file and get rid of any filters that aren’t actually physical folders in the source folder. However, it WILL make filters for any actual folders you make on the hard drive. So using filters is possible without loosing them, you just have to make sure they are representing actual folders in your source folder first.

That’s not working for me…
Anyone got a fix for this ?