No I havn’t missed UCLASS(). But here’s code:
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "Tank.generated.h"
class UTankBarrel;
class UTankAimingComponent
UCLASS()
class BATTLETANK_API ATank : public APawn
{
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
ATank();
UFUNCTION(BlueprintCallable, Category = Setup)
void SetBarrelReference(UTankBarrel* BarrelToSet);
void AimAt(FVector HitLocation);
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
UTankAimingComponent* TankAimingComponent = nullptr;
private:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
UPROPERTY(EditAnywhere, Category = Firing)
float LaunchSpeed = 100000;
};