Fix for not scanning blueprints from some plugins within project #24
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Fix for not scanning blueprints which are child classes of a native class from a module which is not in a folder with the same name as the module.
When choosing which blueprints to scan the code seems to assume that every module is within a folder of the same name (as it uses the folder name to get the module name). But we have some plugins within our game project, and a lot of the modules are within folders which have a different name. E.g. "Runtime" or "Editor".
So this change instead uses the file name, and assumes it does match the module name in the format: Module.Build.cs
This works for us ... but clearly someone should verify/decide if it is appropriate for all cases ...