.build has added “EnhancedInput”, .
The header file directory has been included
UE version:UE5.1
VS version:VS2022
Project name: ueupp c++ class name: TestMyPawn
Here is the code for the .build file:
Uploading: ueupp.Build.cs…
using UnrealBuildTool;
public class ueupp : ModuleRules
{
public ueupp(ReadOnlyTargetRules Target) : base(Target)
{
PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;
PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "EnhancedInput" });
PrivateDependencyModuleNames.AddRange(new string[] {});
Here is the code of the .h :
Uploading: CPP_TESTMyPawn.h…
#pragma once
#include "InputActionValue.h"
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "CPP_TESTMyPawn.generated.h"
UCLASS()
class UEUPP_API ACPP_TESTMyPawn : public APawn
{
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
ACPP_TESTMyPawn();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "Enhanced Input")
class UInputMappingContext* InputMapping;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
};
The following is the code of .cpp, nothing is added :
#include "CPP_TESTMyPawn.h"
// Sets default values
ACPP_TESTMyPawn::ACPP_TESTMyPawn()
{
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void ACPP_TESTMyPawn::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void ACPP_TESTMyPawn::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void ACPP_TESTMyPawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
// Get the player controller
}
The following is the error message:
Manual recompile triggered
---------- Creating patch ----------
Running D:\Unreal\UE_5.1\Engine\Build\BatchFiles\Build.bat -Target=“ueuppEditor Win64 Development -Project=”“D:/UEPorject/ueupp/ueupp.uproject”“” -LiveCoding -LiveCodingModules=“D:/Unreal/UE_5.1/Engine/Intermediate/LiveCodingModules.txt” -LiveCodingManifest=“D:/Unreal/UE_5.1/Engine/Intermediate/LiveCoding.json” -WaitMutex -LiveCodingLimit=100
Running UnrealBuildTool: dotnet “…..\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.dll” -Target=“ueuppEditor Win64 Development -Project=”“D:/UEPorject/ueupp/ueupp.uproject”“” -LiveCoding -LiveCodingModules=“D:/Unreal/UE_5.1/Engine/Intermediate/LiveCodingModules.txt” -LiveCodingManifest=“D:/Unreal/UE_5.1/Engine/Intermediate/LiveCoding.json” -WaitMutex -LiveCodingLimit=100
Log file: C:\Users\GoSeI\AppData\Local\UnrealBuildTool\Log.txt
Building ueuppEditor…
Using Visual Studio 2022 14.35.32216 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.35.32215) and Windows 10.0.22000.0 SDK (C:\Program Files (x86)\Windows Kits\10).
Determining max actions to execute in parallel (6 physical cores, 12 logical cores)
Executing up to 6 processes, one per physical core
Building 2 actions with 2 processes…
[1/2] Compile CPP_TESTMyPawn.gen.cpp
D:\Unreal\UE_5.1\Engine\Plugins\EnhancedInput\Source\EnhancedInput\Public\InputActionValue.h(27): error C4430: ȱ???˵???- ?ٶ?Ϊ int??ע?: C++ ??֧??? int
[2/2] Compile CPP_TESTMyPawn.cpp
D:\Unreal\UE_5.1\Engine\Plugins\EnhancedInput\Source\EnhancedInput\Public\InputActionValue.h(27): error C4430: ȱ???˵???- ?ٶ?Ϊ int??ע?: C++ ??֧??? int
Build failed.
And my UE can only successfully open empty projects, if I create a third person template, it will also fail to compile