Coin pickup counter with UE5 and C++

Hi, I just solved the include CoinPickupTutorialCharacter.h. But, I still have a few error message on CoinPickupActor.cpp.

Line 39 void ACPT_CoinPickupActor::OnBeginOverlapComponentEvent(…)

Line 41 >(OtherActor)
identifier “OtherActor” is undefined

line 47 AddCoinByValue

CoinPickupTutorialCharacter.h

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "InputActionValue.h"
#include "CoinPickupTutorialCharacter.generated.h"


UCLASS(config=Game)
class ACoinPickupTutorialCharacter : public ACharacter
{
	GENERATED_BODY()

	/** Camera boom positioning the camera behind the character */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
	class USpringArmComponent* CameraBoom;

	/** Follow camera */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = "true"))
	class UCameraComponent* FollowCamera;
	
	/** MappingContext */
	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
	class UInputMappingContext* DefaultMappingContext;

	/** Jump Input Action */
	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
	class UInputAction* JumpAction;

	/** Move Input Action */
	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
	class UInputAction* MoveAction;

	/** Look Input Action */
	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = Input, meta = (AllowPrivateAccess = "true"))
	class UInputAction* LookAction;

	//code I just added(Oct4th)
	UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = “Counter”)
	uint16 CoinAmount;

public:
	ACoinPickupTutorialCharacter();
	

protected:

	/** Called for movement input */
	void Move(const FInputActionValue& Value);

	/** Called for looking input */
	void Look(const FInputActionValue& Value);

	void AddCoinByValue(uint8 Value);
			

protected:
	// APawn interface
	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
	
	// To add mapping context
	virtual void BeginPlay();

public:
	/** Returns CameraBoom subobject **/
	FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }
	/** Returns FollowCamera subobject **/
	FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }
};


CoinPickupTutorialCharacter.cpp

#include "CoinPickupTutorialCharacter.h"
#include "Camera/CameraComponent.h"
#include "Components/CapsuleComponent.h"
#include "Components/InputComponent.h"
#include "GameFramework/CharacterMovementComponent.h"
#include "GameFramework/Controller.h"
#include "GameFramework/SpringArmComponent.h"
#include "EnhancedInputComponent.h"
#include "EnhancedInputSubsystems.h"


//////////////////////////////////////////////////////////////////////////
// ACoinPickupTutorialCharacter

ACoinPickupTutorialCharacter::ACoinPickupTutorialCharacter()
{
	// Set size for collision capsule
	GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
		
	// Don't rotate when the controller rotates. Let that just affect the camera.
	bUseControllerRotationPitch = false;
	bUseControllerRotationYaw = false;
	bUseControllerRotationRoll = false;

	// Configure character movement
	GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input...	
	GetCharacterMovement()->RotationRate = FRotator(0.0f, 500.0f, 0.0f); // ...at this rotation rate

	// Note: For faster iteration times these variables, and many more, can be tweaked in the Character Blueprint
	// instead of recompiling to adjust them
	GetCharacterMovement()->JumpZVelocity = 700.f;
	GetCharacterMovement()->AirControl = 0.35f;
	GetCharacterMovement()->MaxWalkSpeed = 500.f;
	GetCharacterMovement()->MinAnalogWalkSpeed = 20.f;
	GetCharacterMovement()->BrakingDecelerationWalking = 2000.f;

	// Create a camera boom (pulls in towards the player if there is a collision)
	CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
	CameraBoom->SetupAttachment(RootComponent);
	CameraBoom->TargetArmLength = 400.0f; // The camera follows at this distance behind the character	
	CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller

	// Create a follow camera
	FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT("FollowCamera"));
	FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName); // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation
	FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm

	// Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character) 
	// are set in the derived blueprint asset named ThirdPersonCharacter (to avoid direct content references in C++)
}

void ACoinPickupTutorialCharacter::BeginPlay()
{
	// Call the base class  
	Super::BeginPlay();

	//Add Input Mapping Context
	if (APlayerController* PlayerController = Cast<APlayerController>(Controller))
	{
		if (UEnhancedInputLocalPlayerSubsystem* Subsystem = ULocalPlayer::GetSubsystem<UEnhancedInputLocalPlayerSubsystem>(PlayerController->GetLocalPlayer()))
		{
			Subsystem->AddMappingContext(DefaultMappingContext, 0);
		}
	}
}

//////////////////////////////////////////////////////////////////////////
// Input

void ACoinPickupTutorialCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
	// Set up action bindings
	if (UEnhancedInputComponent* EnhancedInputComponent = CastChecked<UEnhancedInputComponent>(PlayerInputComponent)) {
		
		//Jumping
		EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Triggered, this, &ACharacter::Jump);
		EnhancedInputComponent->BindAction(JumpAction, ETriggerEvent::Completed, this, &ACharacter::StopJumping);

		//Moving
		EnhancedInputComponent->BindAction(MoveAction, ETriggerEvent::Triggered, this, &ACoinPickupTutorialCharacter::Move);

		//Looking
		EnhancedInputComponent->BindAction(LookAction, ETriggerEvent::Triggered, this, &ACoinPickupTutorialCharacter::Look);

	}

}

void ACoinPickupTutorialCharacter::Move(const FInputActionValue& Value)
{
	// input is a Vector2D
	FVector2D MovementVector = Value.Get<FVector2D>();

	if (Controller != nullptr)
	{
		// find out which way is forward
		const FRotator Rotation = Controller->GetControlRotation();
		const FRotator YawRotation(0, Rotation.Yaw, 0);

		// get forward vector
		const FVector ForwardDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
	
		// get right vector 
		const FVector RightDirection = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);

		// add movement 
		AddMovementInput(ForwardDirection, MovementVector.Y);
		AddMovementInput(RightDirection, MovementVector.X);
	}
}

void ACoinPickupTutorialCharacter::Look(const FInputActionValue& Value)
{
	// input is a Vector2D
	FVector2D LookAxisVector = Value.Get<FVector2D>();

	if (Controller != nullptr)
	{
		// add yaw and pitch input to controller
		AddControllerYawInput(LookAxisVector.X);
		AddControllerPitchInput(LookAxisVector.Y);
	}
}

//i just added code(Oct 4)
void ACoinPickupTutorialCharacter::AddCoinByValue(uint8 Value)
{
	CoinAmount += Value;
}

CPT_CoinPickupActor.h

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "NiagaraFunctionLibrary.h"
#include "NiagaraComponent.h"
#include "CPT_CoinPickupActor.generated.h"



class UStaticMeshComponent;
class URotatingMovementComponent;
class USphereComponent;
class UNiagaraSystem;
class USoundBase;

UCLASS()
class COINPICKUPTUTORIAL_API ACPT_CoinPickupActor : public AActor
{
	GENERATED_BODY()
public:
	// Sets default values for this actor's properties
	ACPT_CoinPickupActor();

	UFUNCTION()
	void OnBeginOverlapComponentEvent(
		UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp,
		int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult
	);

	UPROPERTY(VisibleAnywhere, BlueprintReadWrite, Category = "Counter")
	uint16 CoinAmount;

	

protected:
	//Constructor

	UPROPERTY(EditDefaultsOnly, Category = "Coin Pickup Tutorial")
	TObjectPtr<UStaticMeshComponent> MeshComponent;

	UPROPERTY(EditDefaultsOnly, Category = "Coin Pickup Tutorial")
	TObjectPtr<URotatingMovementComponent> RotatingMovementComponent;

	UPROPERTY(EditDefaultsOnly, Category = "Coin Pickup Tutorial")
	TObjectPtr<USphereComponent> ColliderComponent;

	UPROPERTY(EditDefaultsOnly, Category = "Coin Pickup Tutorial")
	TObjectPtr<UNiagaraSystem> OnPickupEffect;

	UPROPERTY(EditDefaultsOnly, Category = "Coin Pickup Tutorial")
	TObjectPtr<USoundBase> PickSound;

	UPROPERTY(EditDefaultsOnly, Category = "Coin Pickup Tutorial")
	float VolumeMultiplier{ 0.5 };

	UPROPERTY(EditDefaultsOnly, Category = "Coin Pickup Tutorial")
	float PickEffectSpawnOffset{ 90 };

	virtual void BeginPlay() override;


	
};

CPT_CoinPickupActor.cpp

#include "CPT_CoinPickupActor.h"
#include "CoinPickupTutorial/CoinPickupTutorialCharacter.h"
#include "Components/SphereComponent.h"
#include "GameFramework/Character.h"
#include "GameFramework/RotatingMovementComponent.h"
#include "Kismet/GameplayStatics.h"

#include "NiagaraFunctionLibrary.h"
#include "NiagaraComponent.h"

// Sets default values
ACPT_CoinPickupActor::ACPT_CoinPickupActor()
{
	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = false;

	ColliderComponent = CreateDefaultSubobject<USphereComponent>("ColliderComponent");
	SetRootComponent(ColliderComponent);
	ColliderComponent->SetGenerateOverlapEvents(true);
	ColliderComponent->SetCollisionEnabled(ECollisionEnabled::QueryOnly);
	ColliderComponent->SetCollisionResponseToAllChannels(ECR_Ignore);
	ColliderComponent->SetCollisionResponseToChannel(ECC_Pawn, ECR_Overlap);

	

	MeshComponent = CreateDefaultSubobject<UStaticMeshComponent>("MeshComponent");
	MeshComponent->SetupAttachment(ColliderComponent);
	MeshComponent->SetCollisionEnabled(ECollisionEnabled::NoCollision);
	MeshComponent->SetCollisionResponseToAllChannels(ECR_Ignore);
	MeshComponent->SetGenerateOverlapEvents(false);

	RotatingMovementComponent = CreateDefaultSubobject<URotatingMovementComponent>("RotatingMovementComponent");


	
}

void ACPT_CoinPickupActor::OnBeginOverlapComponentEvent(...)
{
	ACoinPickupTutorialCharacter* Char = Cast<ACoinPickupTutorialCharacter>(OtherActor);
	if (!Char)
	{
		return;
	}

	Char->AddCoinByValue(1);

		if (PickSound)
		{
			UGameplayStatics::PlaySoundAtLocation(
				this, PickSound, GetActorLocation(), VolumeMultiplier);
		}

	if (OnPickupEffect)
	{
		const FVector Offset = GetActorUpVector() * PickEffectSpawnOffset;
		UNiagaraFunctionLibrary::SpawnSystemAtLocation(
			this, OnPickupEffect, OtherActor->GetActorLocation() + Offset);
	}

	Destroy();
}

void ACPT_CoinPickupActor::BeginPlay()
{
	// Call the base class  
	Super::BeginPlay();

	ColliderComponent->OnComponentBeginOverlap.AddDynamic(
		this, &ACPT_CoinPickupActor::OnBeginOverlapComponentEvent
	);
}