Hi I’m coming from a comfortable Unity background and I’m trying to move over to UE4, following this guide.
https://docs.unrealengine.com/latest/INT/Programming/Tutorials/PlayerCamera/1/index.html
I have made the Pawn class and I am currently editing the header files they should look like this as per the tutorial.
#include "GameFramework/Pawn.h"
#include "PawnWithCamera.generated.h"
UCLASS()
class HOWTO_PLAYERCAMERA_API APawnWithCamera : public APawn
{
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
APawnWithCamera();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick( float DeltaSeconds ) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) override;
protected:
UPROPERTY(EditAnywhere)
USpringArmComponent* OurCameraSpringArm;
UCameraComponent* OurCamera;
};
However, when I go to add this VS states that these components are not defined am I missing a header include??
protected:
UPROPERTY(EditAnywhere)
USpringArmComponent* OurCameraSpringArm; // here
UCameraComponent* OurCamera; //and here
This is my code
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "APawnWithCamera.generated.h"
UCLASS()
class CHARACTERMOVEMENT_API AAPawnWithCamera : public APawn
{
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
AAPawnWithCamera();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
protected:
UPROPERTY(EditAnywhere)
UCameraComponent* OurCamera;
USpringArmComponent* OurCameraSpringArm;
};
Thanks.