Hey Community,
Quick Question! I’m not entirely sure why this is doing this… it didn’t seem to be an issue with 4.17 but ever since I upgraded to 4.21 this problem just isn’t going away!
The problem is it is telling me that LoadStreamLevel is inaccessible despite the fact that I am including the proper header for it. I’m not entirely sure what is causing this issue.
This class derides from an Actor class - a custom made Level Stream Volume but I want it to utilize from Gameplay Statics. Any help would be appreciated!
Things i’ve already done:
- Rebuild the Solution
- Generate Visual Studio Files
- Re-Scanned Solution
None of these have worked unfortunately.
#include "LevelStream_Volume.h"
#include "Components/BoxComponent.h"
#include "Components/BillboardComponent.h"
#include "Kismet/GameplayStatics.h"
#include "Engine.h"
//////////////////////////////////////////////////////////////////////////
// Constructor & Begin Play methods
// Sets default values
ALevelStream_Volume::ALevelStream_Volume()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
/***********************************/
}
//////////////////////////
// UFUNCTION METHODS
void ALevelStream_Volume::OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult &SweepResult)
{
FLatentActionInfo LatentInfo;
UGameplayStatics::LoadStreamLevel(this, LevelTransitionName, true, true, LatentInfo);
}