Hi, I want to declare my components in C++ so I can edit them there, but every time I compile, It crashes. Here is my .h:
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
include “CoreMinimal.h”
include “InputActionValue.h”
include “GameFramework/Pawn.h”
include “Character.generated.h”
class UCapsuleComponent;
class ALever;
class USpringArmComponent;
class UCameraComponent;
struct FInputActionValue;
class UInputAction;
class UInputMappingContext;
UCLASS()
class FNAFTSOR_API ACharacter : public APawn
{
GENERATED_BODY()
public:
// Sets default values for this pawn’s properties
ACharacter();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
// The Inout Mapping Context
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Input")
UInputMappingContext* MappingContext;
// Input Action for Looking
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Input")
UInputAction* LookAction;
// Input Action for CLicking
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category="Input")
UInputAction* ClickAction;
// Input Functions
void Look(const FInputActionValue& Value);
void Click(const FInputActionValue& Value);
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
// Teleports and Rotates the Camera
UFUNCTION(BlueprintCallable)
const void SetCameraLocation(FVector NewLocation);
private:
// Determines How Far the LineTrace Reaches
FVector Reach;
// The Components in the Blueprint
UPROPERTY(EditAnywhere)
UCapsuleComponent* CapsuleComponent;
UPROPERTY(EditAnywhere)
USpringArmComponent* SpringArmComponent;
UPROPERTY(EditAnywhere)
UCameraComponent* CameraComponent;
// How Fast the Character Rotates
UPROPERTY(EditAnywhere)
float RotationInterpSpeed = 5;
// Sets to true if the A or D keys are pressed
bool bIsInterpolating;
// Array of the Locations the Player is able to look
UPROPERTY(EditAnywhere)
TArray<FRotator> TargetRotations;
int32 CurrentTargetIndex;
// Camrea Screen Widget
UPROPERTY(EditAnywhere, Category="UI")
TSubclassOf<UUserWidget> CamreaScreenClass;
My Constructer:
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don’t need it.
PrimaryActorTick.bCanEverTick = true;
CapsuleComponent = CreateDefaultSubobject<UCapsuleComponent>(TEXT("Capsule Component"));
RootComponent = CapsuleComponent;
SpringArmComponent = CreateDefaultSubobject<USpringArmComponent>(TEXT("Spring Arm"));
SpringArmComponent->SetupAttachment(RootComponent);
CameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("Camrea Component"));
CameraComponent->SetupAttachment(SpringArmComponent);
Here is the dump:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION 0x00000080248c8b44
UnrealEditor_Test_patch_0!ACharacter::ACharacter() [C:\Users\Askari\Documents\Unreal Projects\Fnaf-TOSR\Source\Fnaftsor\Character.cpp:22]
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_LiveCoding
UnrealEditor_LiveCoding
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll