Custom class not identified even though header is included

Hello,

So I’m currently working on implementing a lock-on system in code, but have come across (what is most likely a simple) error when trying to compile. Basically I tried declaring an array of my enemy class, but it keeps saying that it can’t be identified. The header for the enemy class is included in the player’s cpp, but not the player’s header. Would love some help.

The array declaration in question is on line 30 of the header file below.

Thank you

Header:

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GameFramework/Character.h"
#include "LockOn_TestCharacter.generated.h"

UCLASS(config=Game)
class ALockOn_TestCharacter : 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;
public:
	ALockOn_TestCharacter();

	/** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
	float BaseTurnRate;

	/** Base look up/down rate, in deg/sec. Other scaling may affect final rate. */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
	float BaseLookUpRate;

	/** Array to hold enemy actors in level */
	TArray<AEnemy*> enemies;

protected:

	/** Resets HMD orientation in VR. */
	void OnResetVR();

	/** Called for forwards/backward input */
	void MoveForward(float Value);

	/** Called for side to side input */
	void MoveRight(float Value);

	/** 
	 * Called via input to turn at a given rate. 
	 * @param Rate	This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
	 */
	void TurnAtRate(float Rate);

	/**
	 * Called via input to turn look up/down at a given rate. 
	 * @param Rate	This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
	 */
	void LookUpAtRate(float Rate);

	/** Handler for when a touch input begins. */
	void TouchStarted(ETouchIndex::Type FingerIndex, FVector Location);

	/** Handler for when a touch input stops. */
	void TouchStopped(ETouchIndex::Type FingerIndex, FVector Location);

	/** Called when mouse wheel turns up */
	void ZoomingIn();

	/** Called when mouse wheel turns down */
	void ZoomingOut();

	/** Method for grabbing all enemies in the level */
	//AEnemy GetEnemies();

protected:
	// APawn interface
	virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
	// End of APawn interface

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

cpp:

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.

#include "LockOn_Test.h"
#include "Kismet/HeadMountedDisplayFunctionLibrary.h"
#include "LockOn_TestCharacter.h"
#include "Engine.h"
#include "EngineUtils.h"
#include "Enemy.h"

//////////////////////////////////////////////////////////////////////////
// ALockOn_TestCharacter

ALockOn_TestCharacter::ALockOn_TestCharacter()
{
	// Set size for collision capsule
	GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);

	// set our turn rates for input
	BaseTurnRate = 45.f;
	BaseLookUpRate = 45.f;

	// 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, 540.0f, 0.0f); // ...at this rotation rate
	GetCharacterMovement()->JumpZVelocity = 600.f;
	GetCharacterMovement()->AirControl = 0.2f;

	// Create a camera boom (pulls in towards the player if there is a collision)
	CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT("CameraBoom"));
	CameraBoom->SetupAttachment(RootComponent);
	CameraBoom->TargetArmLength = 300.0f; // 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 MyCharacter (to avoid direct content references in C++)
}

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

void ALockOn_TestCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
	// Set up gameplay key bindings
	check(PlayerInputComponent);
	PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &ACharacter::Jump);
	PlayerInputComponent->BindAction("Jump", IE_Released, this, &ACharacter::StopJumping);
	PlayerInputComponent->BindAction("ZoomIn", IE_Pressed, this, &ALockOn_TestCharacter::ZoomingIn);
	PlayerInputComponent->BindAction("ZoomOut", IE_Pressed, this, &ALockOn_TestCharacter::ZoomingOut);

	PlayerInputComponent->BindAxis("MoveForward", this, &ALockOn_TestCharacter::MoveForward);
	PlayerInputComponent->BindAxis("MoveRight", this, &ALockOn_TestCharacter::MoveRight);

	// We have 2 versions of the rotation bindings to handle different kinds of devices differently
	// "turn" handles devices that provide an absolute delta, such as a mouse.
	// "turnrate" is for devices that we choose to treat as a rate of change, such as an analog joystick
	PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
	PlayerInputComponent->BindAxis("TurnRate", this, &ALockOn_TestCharacter::TurnAtRate);
	PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);
	PlayerInputComponent->BindAxis("LookUpRate", this, &ALockOn_TestCharacter::LookUpAtRate);

	// handle touch devices
	PlayerInputComponent->BindTouch(IE_Pressed, this, &ALockOn_TestCharacter::TouchStarted);
	PlayerInputComponent->BindTouch(IE_Released, this, &ALockOn_TestCharacter::TouchStopped);

	// VR headset functionality
	PlayerInputComponent->BindAction("ResetVR", IE_Pressed, this, &ALockOn_TestCharacter::OnResetVR);
}


void ALockOn_TestCharacter::OnResetVR()
{
	UHeadMountedDisplayFunctionLibrary::ResetOrientationAndPosition();
}

void ALockOn_TestCharacter::TouchStarted(ETouchIndex::Type FingerIndex, FVector Location)
{
		Jump();
}

void ALockOn_TestCharacter::TouchStopped(ETouchIndex::Type FingerIndex, FVector Location)
{
		StopJumping();
}

void ALockOn_TestCharacter::TurnAtRate(float Rate)
{
	// calculate delta for this frame from the rate information
	AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds());
}

void ALockOn_TestCharacter::LookUpAtRate(float Rate)
{
	// calculate delta for this frame from the rate information
	AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}

void ALockOn_TestCharacter::MoveForward(float Value)
{
	if ((Controller != NULL) && (Value != 0.0f))
	{
		// find out which way is forward
		const FRotator Rotation = Controller->GetControlRotation();
		const FRotator YawRotation(0, Rotation.Yaw, 0);

		// get forward vector
		const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
		AddMovementInput(Direction, Value);
	}
}

void ALockOn_TestCharacter::MoveRight(float Value)
{
	if ( (Controller != NULL) && (Value != 0.0f) )
	{
		// find out which way is right
		const FRotator Rotation = Controller->GetControlRotation();
		const FRotator YawRotation(0, Rotation.Yaw, 0);
	
		// get right vector 
		const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
		// add movement in that direction
		AddMovementInput(Direction, Value);
	}
}

void ALockOn_TestCharacter::ZoomingIn()
{
	CameraBoom->TargetArmLength -= 25.f;
}

void ALockOn_TestCharacter::ZoomingOut()
{
	CameraBoom->TargetArmLength += 25.f;
}

/*
AEnemy ALockOn_TestCharacter::GetEnemies()
{
	for (TActorIterator<AEnemy*> ActorItr(GetWorld()); ActorItr; ActorItr++)
	{
		enemies.Add(ActorItr);
	}
}*/

Forward declare your enemy class in the H file (that way you inform the compiler that class AEnemy exists, so you can declare pointers and references to it, although you cannot use it until you include “Enemy.h”):

// Copyright 1998-2017 Epic Games, Inc. All Rights Reserved.
 #pragma once
 #include "GameFramework/Character.h"
 #include "LockOn_TestCharacter.generated.h"

class AEnemy; // <<<--- ADD THIS

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

Thanks, that seemed to do it!!