I am following the tutorial found here. However when I compile the code I am receiving the error:
Severity Code Description Project File Line Suppression State
Error (active) E0167 argument of type "UCapsuleComponent *" is incompatible with parameter of type "USceneComponent *"
The line that is generating the error is : FPSCameraComponent->SetupAttachment(GetCapsuleComponent());
FPScharacter.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "Camera/CameraComponent.h"
#include "FPSCharacter.generated.h"
UCLASS()
class FPSPROJECT_API AFPSCharacter : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
AFPSCharacter();
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;
// Handles input for moving forward and backward.
UFUNCTION()
void MoveForward(float Value);
// Handles input for moving right and left.
UFUNCTION()
void MoveRight(float Value);
// Sets jump flag when key is pressed.
UFUNCTION()
void StartJump();
// Clears jump flag when key is released.
UFUNCTION()
void StopJump();
// FPS camera.
UPROPERTY(VisibleAnywhere)
UCameraComponent* FPSCameraComponent;
};
FPSCharacter.cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include "FPSCharacter.h"
// Sets default values
AFPSCharacter::AFPSCharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
// Create a first person camera component.
FPSCameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("FirstPersonCamera"));
// Attach the camera component to our capsule component.
FPSCameraComponent->SetupAttachment(GetCapsuleComponent());
// Position the camera slightly above the eyes.
FPSCameraComponent->SetRelativeLocation(FVector(0.0f, 0.0f, 50.0f + BaseEyeHeight));
// Allow the pawn to control camera rotation.
FPSCameraComponent->bUsePawnControlRotation = true;
}
// Called when the game starts or when spawned
void AFPSCharacter::BeginPlay()
{
Super::BeginPlay();
if (GEngine)
{
// Put up a debug message for five seconds. The -1 "Key" value (first argument) indicates that we will never need to update or refresh this message.
GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT("We are using FPSCharacter."));
}
}
// Called every frame
void AFPSCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void AFPSCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
// Set up "movement" bindings.
PlayerInputComponent->BindAxis("MoveForward", this, &AFPSCharacter::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this, &AFPSCharacter::MoveRight);
// Set up "look" bindings.
PlayerInputComponent->BindAxis("Turn", this, &AFPSCharacter::AddControllerYawInput);
PlayerInputComponent->BindAxis("LookUp", this, &AFPSCharacter::AddControllerPitchInput);
// Set up "action" bindings.
PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &AFPSCharacter::StartJump);
PlayerInputComponent->BindAction("Jump", IE_Released, this, &AFPSCharacter::StopJump);
}
void AFPSCharacter::MoveForward(float Value)
{
// Find out which way is "forward" and record that the player wants to move that way.
FVector Direction = FRotationMatrix(Controller->GetControlRotation()).GetScaledAxis(EAxis::X);
AddMovementInput(Direction, Value);
}
void AFPSCharacter::MoveRight(float Value)
{
// Find out which way is "right" and record that the player wants to move that way.
FVector Direction = FRotationMatrix(Controller->GetControlRotation()).GetScaledAxis(EAxis::Y);
AddMovementInput(Direction, Value);
}
void AFPSCharacter::StartJump()
{
bPressedJump = true;
}
void AFPSCharacter::StopJump()
{
bPressedJump = false;
}
Any help would be appreciated, Thanks!