SurvivalCharacter.h:
#include "Camera/CameraComponent.h"
#include "GameFramework/Character.h"
#include "SurvivalCharacter.generated.h"
UCLASS()
class SURVIVALGAME_API ASurvivalCharacter : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
ASurvivalCharacter();
UPROPERTY(EditAnywhere, Category = "Components");
class UCameraComponent* CameraComponent;
SurvivalCharacter.cpp:
#include "SurvivalCharacter.h"
#include "Camera/CameraComponent.h";
#include "Components/SkeletalMeshComponent.h";
// Sets default values
ASurvivalCharacter::ASurvivalCharacter()
{
// 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;
CameraComponent = CreateDefaultSubobject<UCameraComponent>("CameraComponent");
CameraComponent->SetupAttachment(GetMesh());
CameraComponent->bUsePawnControlRotation = true;
“CameraComponent can be garbage collected anytime” is preventing me from compiling. I read that giving an object a UPROPERTY would prevent this from happening. What am I doing wrong?