The GENERATED_BODY() macro probably already defines the copy constructor and assignment operator. Since UE4 has its own system of life cycle built onto the C++ way to do things you can’t do stuff exactly as you would in standalone c++ code. I don’t know what exactly you would do in an assignment operator (other than the stock behaviour of course), but you can check this out for more information on copy construction. You can of course always just use normal methods to achieve things if the operators are already taken, but as I said, I don’t know with what kind of behaviour you would extend the assignment operator: If you just want the “normal” behaviour know: It is already defined for you.
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