Hi everyone. This is actually a question for UE3, but I’m asking here because I don’t really have any other options. My UE3 project builds fine for Windows, but now I’m reworking some UE3 code to appease clang and XCode for a macOS build. The compiler is giving me several errors like this:
base class 'FSceneCaptureProbe' is uninitialized when used here to access 'FSceneCaptureProbe::bSkipUpdateIfTextureUsersOccluded'
This is the code that’s causing the problem.
class FSceneCaptureProbeReflect : public FSceneCaptureProbe
{
public:
/**
* Constructor (init)
*/
FSceneCaptureProbeReflect(
const AActor* InViewActor,
UTextureRenderTarget* InTextureTarget,
const EShowFlags& InShowFlags,
const FLinearColor& InBackgroundColor,
const FLOAT InFrameRate,
const UPostProcessChain* InPostProcess,
UBOOL bInSkipUpdateIfTextureUsersOccluded,
UBOOL bInUseMainScenePostProcessSettings,
const UBOOL bInSkipUpdateIfOwnerOccluded,
const UBOOL bInSkipPrepass,
const FLOAT InMaxUpdateDist,
const FLOAT InMaxStreamingUpdateDist,
const FLOAT InMaxViewDistanceOverride,
const FPlane& InMirrorPlane
)
:
FSceneCaptureProbe(InViewActor,InTextureTarget,InShowFlags,InBackgroundColor,InFrameRate,InPostProcess,bInUseMainScenePostProcessSettings,bSkipUpdateIfTextureUsersOccluded,bInSkipUpdateIfOwnerOccluded,bInSkipPrepass,InMaxUpdateDist,InMaxStreamingUpdateDist,InMaxViewDistanceOverride)
, MirrorPlane(InMirrorPlane)
{
}
I’m new to C++ so I’m a little lost here. How can I rewrite the constructor and/or its initializer list so it does the same thing, but initializes FSceneCaptureProbe?