So i was messing around with some AI code but it traces a very strange error when i attempt to compile:
1>Source/Game/AI/BTTask_FindPickup.h(6): error : Superclass BTTask_BlackboardBase of class BTTask_FindPickup not found
1>Source/Game/AI/BTTask_FindPointNearTarget.h(6): error : Superclass BTTask_BlackboardBase of class BTTask_FindPointNearTarget not found
1>Source/Game/AI/BTTask_HasLosTo.h(6): error : Superclass BTDecorator of class BTTask_HasLosTo not found
1>Source/Game/AI/CustomAIController.h(4): error : Superclass AIController of class CustomAIController not found
But i have the superclass file included in all of the headers:
#pragma once
#include "BehaviorTree/BTDecorator.h"
#include "BTTask_HasLosTo.generated.h"
UCLASS()
class UBTTask_HasLosTo : public UBTDecorator
{
GENERATED_UCLASS_BODY()
virtual bool CalculateRawConditionValue(class UBehaviorTreeComponent* OwnerComponent, uint8* NodeMemory) const override;
protected:
UPROPERTY(EditAnywhere, Category = Condition)
struct FBlackboardKeySelector TargetKey;
private:
bool LOSTrace(AActor* InActor, AActor* InEnemyActor, const FVector& EndLocation) const;
};
#pragma once
#include "BehaviorTree/Tasks/BTTask_BlackboardBase.h"
#include "BTTask_FindPickup.generated.h"
UCLASS()
class UBTTask_FindPickup : public UBTTask_BlackboardBase
{
GENERATED_UCLASS_BODY()
virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent* OwnerComponent, uint8* NodeMemory) override;
};
Any ideas why this is happening/how i can fix it?