I am really struggling to find any documentation / forum post or video showing how to implement Invokers on an actor in C++. I have been trying to add a UNavigationInvokerComponent to an actor and just struggling to get anything to compile. I read the excessively slim API reference but feel lost. I also am guessing I need to add “NavigationSystem” to my build.cs but nowhere can I find that documented. I have tried adding it in the constructor with CreateDefautSubobject with no luck, then thought maybe I could set it up OnConstruction… still no luck… Obviously in Blueprints it is as easy as Add Component… but I really rather do this in C++. Can someone share an example for me to learn from or point me in the right direction on documentation which I could learn from. Kindest of regards … one lost learner!
Okay, after adding PublicDependencyModuleNames.AddRange(new string[] { “Core”, “CoreUObject”, “Engine”, “InputCore”, “UMG”, “NavigationSystem” }) to my .Build.cs I can now add programatically the InvokerComponent like any other component to my actor.
I never found any documentation to say that adding this to your build.cs is mandatory and only by finding someone else in the same position did a I get a pointer in the right direction. Hours wasted for something that should be in the API as Nota Bene at the top of the page.
Quick tip I learned the hard way a while back. Check the documentation of the needed file and see the part marked “Module”. That is what is needed for the file and it’s systems to compile
Thank you… well this makes things a lot easier. Assumed this was already all built in and all I needed was the header file because it was built from that ‘included’ module… again… thank you.