Oh, I found what you mean. It included EngineMinimal.h already, I altered it to also include Engine.h with no results… it is so weird to me that ObjectInitializer is reading undefined, just to confirm, this is correct, right?
CodeProjectCharacter.h:
class ACodeProjectCharacter : 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:
ACodeProjectCharacter();
ACodeProjectCharacter(const FObjectInitializer& ObjectInitializer);
CodeProjectCharacter.cpp:
ACodeProjectCharacter::ACodeProjectCharacter()
{
// Set size for collision capsule
GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);
EventPublisher = ObjectInitializer.CreateDefaultSubobject<UEventPublisher>(this, TEXT("EventObj"));