Mass Entity error from simple tutorial

Engine 5.3.1
Engine 5.21

I am trying to follow the tutorial for using Mass Entity, but i am getting some errors which i cant seem to fix. Just adding a C++ file based on one Mass Entity class makes it fail.

By just following the tutorial get several errors linked to Mass Entity.

Error	C3668	'UMassTestProcessor::Execute': method with override specifier 'override' 

did not override any base class methods	ProjectMass	...ProjectMass\Source\ProjectMass\MassTesting\MassTestProcessor.h	

When i try to fix those errors, i get some other error pointing to a Microsoft.MakeFile.Targets(CMake). Which in not even in my Unreal solution.

Error	MSB3073	The command ""E:\UE Engine\UE_5.2\Engine\Build\BatchFiles\Build.bat" ProjectMassEditor Win64 Development -Project="...Projekt\Unreal\ProjectMass\ProjectMass.uproject" -WaitMutex -FromMsBuild" exited with code 6.	ProjectMass	C:\Program Files\Microsoft Visual Studio\2022\Community\MSBuild\Microsoft\VC\v170\Microsoft.MakeFile.Targets

Code .Cpp file

#include "MassTestProcessor.h"
#include "MassCommonFragments.h"
#include "MassNavigationFragments.h"
#include "MassTestTrait.h"


UMassTestProcessor::UMassTestProcessor()
{
	bAutoRegisterWithProcessingPhases = true;
	ExecutionFlags = (int32)EProcessorExecutionFlags::All;
	ExecutionOrder.ExecuteBefore.Add(UE::Mass::ProcessorGroupNames::Avoidance);

}

void UMassTestProcessor::ConfigureQueries()
{
	EntityQuery.AddRequirement<FTransformFragment>(EMassFragmentAccess::ReadOnly);
	EntityQuery.AddRequirement<FMassMoveTargetFragment>(EMassFragmentAccess::ReadWrite);


	EntityQuery.AddTagRequirement<FMyTag>(EMassFragmentPresence::All);

}

void UMassTestProcessor::Execute(UMassEntitySubsystem& EntitySubsystem, FMassExecutionContext& Context)
{
	EntityQuery.ForEachEntityChunk(EntitySubsystem, Context, ([this](FMassExecutionContext& Context)
		{
				
			const TArrayView<FTransformFragment> TransformsList = Context.GetMutableFragmentView<FTransformFragment>();
			const TArrayView<FMassMoveTargetFragment> TargetList = Context.GetMutableFragmentView<FMassMoveTargetFragment>();
			//const float WorldDeltaTime = Context.GetDeltaTimeSeconds();

			for (int32 EntityIndex = 0; EntityIndex < Context.GetNumEntities(); EntityIndex++)
			{
				FTransform& Transform = TransformsList[EntityIndex].GetMutableTransform();
				FMassMoveTargetFragment& Target = TargetList[EntityIndex];

				Target.Center = FVector(1000.f, 100.f, 0.f);

				Target.Forward = (Target.Center - Transform.GetLocation()).GetSafeNormal();
				Transform.SetRotation(FQuat::FindBetweenVectors(FVector::ForwardVector,Target.Forward));

			}

		}));

}

Code .h file

#pragma once

#include "CoreMinimal.h"
#include "MassProcessor.h"
#include "MassEntitySubsystem.h"
#include "MassTestProcessor.generated.h"


UCLASS()
class PROJECTMASS_API UMassTestProcessor : public UMassProcessor
{
	GENERATED_BODY()

public:
	UMassTestProcessor();

protected:
	virtual void ConfigureQueries() override;
	virtual void Execute(UMassEntitySubsystem& EntitySubsystem, FMassExecutionContext& Context) override;

private:
	FMassEntityQuery EntityQuery;
};

C# Build file

using UnrealBuildTool;

public class ProjectMass : ModuleRules
{
	public ProjectMass(ReadOnlyTargetRules Target) : base(Target)
	{
		PCHUsage = PCHUsageMode.UseExplicitOrSharedPCHs;

		PublicDependencyModuleNames.AddRange(new string[] { "Core", "CoreUObject", "Engine", "InputCore", "HeadMountedDisplay", "EnhancedInput" });

        PrivateDependencyModuleNames.AddRange(new string[] {
            "MassEntity",
            "MassCommon",
            "MassMovement",
            "MassActors",
            "MassNavigation",
            /*                                      <--- If uncomment this then i get CMake error
            "MassProcessor", 
            "MassObserverProcessor",
            */

        });

    }
}

There is some more code and i will post it if needed.

I am a bit new to C++ but i have used C# in unity. But any help would be nice.

The execute function now uses FMassEntityManager instead of UMassEntitySubsystem.
You can find this by going to MassProcessor.h and looking for the execute function that you want to override.

I am also still following the same tutorial, so I could be wrong about this.

Yea, got the code to compile without error. But the execute from the UMassProcessor don’t work. So i am looking into some things to debug with Mass Entities.