I will send that too, one sec.
put it in text file plz, i don’t have Office installed
ah, here is a txt version…link text
Read that again, twice if you need:
“Ok then paste them, but please copy them from output tab dont copy anything from “Errors” Tab. Also use code format as oyu did with code so it will be more readable”
Copy whole output tab
okay do you mean in Unreal 4 or VS?
Obviuesly VS, Output tab, remeber this time… plz
This is what my output tab displays:
1>------ Build started: Project: CplusplusAI, Configuration: Development_Editor x64 ------
2>------ Skipped Build: Project: UE4, Configuration: BuiltWithUnrealBuildTool Win32 ------
2>Project not selected to build for this solution configuration
1>EXEC : error : The first include statement in source file ‘C:\Users\Desktop\My Portfolio\Works done\CplusplusAI\Source\CplusplusAI\AI.cpp’ is trying to include the file ‘CplusplusAI.h’ as the precompiled header, but that file could not be located in any of the module’s include search paths.
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.MakeFile.Targets(38,5): error MSB3073: The command ““C:\Program Files\Epic Games\4.7\Engine\Build\BatchFiles\Build.bat” CplusplusAIEditor Win64 Development “C:\Users\Desktop\My Portfolio\Works done\CplusplusAI\CplusplusAI.uproject” -rocket” exited with code -1.
========== Build: 0 succeeded, 1 failed, 0 up-to-date, 1 skipped ==========
Finally!
‘C:\Users\Desktop\My
Portfolio\Works
done\CplusplusAI\Source\CplusplusAI\AI.cpp’
is trying to include the file
‘CplusplusAI.h’ as the precompiled
header, but that file could not be
located in any of the module’s include
search paths
Either remove that include from cpp files, or better since i suspect class generator will make that include anyway, create empty header file CplusplusAI.h
So why won’t it hotload or create the controller in Unreal environment? Sorry I am so confuse, I am a beginner in game programming, trying to program a simple AI that will get the AI to chase my character, tried with blueprint, but the tutorials suck for this website and I just got confused, so I switched over to something I have learned, C++
Well maybe that error message is wrongly written either way if something fails on class generation then it means you code does not compile and you need to check why in VS (in “Output” tab, since it’s more reliable)
hm…just odd, well let me ask you this, is it possible to create an AI character and controller from blueprint and just copy and paste the code into the blueprint editor field to generate the blueprints fields based off of the code?
Blueprint is a class as much as valid as C++ class, you create blueprints based from either C++ or Blueprint class, which means Blueprint inherence all varables of the base class. All you need to do is decler varables in C++ with this above it:
UPROPERTY(EditAnywhere,BlueprintReadWrite,Category=“Something”)
EditAnywhere makes varable default editable in blueprint as well as details tab
BlueprintReadWrite allows varable to be set and get in blueprint graph
Category sets on which category varable need to be placed, it is required if oyu use either of two specifiers above
Here tutorial about objects and classes in UE4, it should light you head up
Either way did what i told you and now your project compiles? You can't move forward without it