This error occurs on a consistent basis, and I can’t really pinpoint why. I started a new project yesterday where I added a struct and two enums, and somewhere in between that, compiling started failing. However, I outcommented or even removed every change I’ve done to the .cpp and .h, and this error still occurs.
cpp
#include "PlayerCharacter.h"
// Sets default values
APlayerCharacter::APlayerCharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = false;
}
// Called when the game starts or when spawned
void APlayerCharacter::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void APlayerCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void APlayerCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}
h
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "PlayerCharacter.generated.h"
/*
USTRUCT()
struct FUserStats
{
GENERATED_BODY()
UPROPERTY()
float Health;
UPROPERTY()
TArray<bool> ConditionFlags;
};
/*
UENUM(BlueprintType)
enum class ECharacterConditions : uint16
{
CC_SLEEPING UMETA(DisplayName="Sleeping"),
CC_RUNNING UMETA(DisplayName="Running"),
CC_LAST_INDEX UMETA(DisplayName="IndexCount")
};
/*
UENUM(BlueprintType)
enum class ECharacterHealth : uint8
{
CH_DEAD UMETA(DisplayName = "Dead"),
CH_ALIVE UMETA(DisplayName = "Alive"),
CH_LAST_INDEX UMETA(DisplayName = "IndexCount")
};
*/
UCLASS()
class APlayerCharacter : public ACharacter
{
GENERATED_BODY()
//UPROPERTY(VisibleAnywhere, Category = "PlayerStats")
//UPROPERTY()
//FUserStats PlayerStats;
// UTILS //
public:
// Sets default values for this character's properties
APlayerCharacter();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
};
Intellisense also complains about GENERATED_BODY(), but not sure if that one is actually important.
Also, forgot to mention, if I restart the VS17 and the editor, it allows me to compile. I am running as admin.