Sure, here they are. I want to be clear though: The compiler does not crash on my machine, just the editor.
Module.h:
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
// #include "Components/SceneComponent.h"
#include "Components/StaticMeshComponent.h"
#include "InputMapping.h"
#include "Module.generated.h"
UCLASS()
class THESPACEGAME_API UModule : public UStaticMeshComponent
// class THESPACEGAME_API UModule : public USceneComponent
{
GENERATED_BODY()
public:
UPROPERTY(EditAnywhere, Meta = (Control="PRETTY NAME"))
bool IsActivated;
UPROPERTY(EditAnywhere, Meta = (Control))
float MaxEnergyStorage;
UPROPERTY(EditAnywhere)
float CurrentEnergyStorage;
UPROPERTY(EditAnywhere)
float MaxEnergyInputRate;
UPROPERTY(EditAnywhere)
float CurrentEnergyInputRate;
UPROPERTY(EditAnywhere)
float EnergyInputRateLock;
UPROPERTY(EditAnywhere)
float EnergyInputModifier;
UPROPERTY(EditAnywhere)
float MaxEnergyOutputRate;
UPROPERTY(EditAnywhere)
float CurrentEnergyOutputRate;
UPROPERTY(EditAnywhere)
TArray<UInputMapping*> Mappings;
// Sets default values for this component's properties
UModule();
// Called when the game starts
virtual void BeginPlay() override;
// Called every frame
virtual void TickComponent( float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction ) override;
};