Hi
I Want Add OnComponentOverlap Event
This Is My Code
oid AAttackComponentLoader::AddAttackComp( const FName& AttachSocketName, AMonsterBase* Parent, float InRadius, float InHalfHeight ) {
UAttackComponent* AttackComp = NewObject<UAttackComponent>( UAttackComponent::StaticClass());
AttackComp->Init( );
}
//AttackComp->Init( )
void UAttackComponent::Init( ) {
OnComponentBeginOverlap.__Internal_AddDynamic( this, &UAttackComponent::OnOverlap, TEXT( "OnOverlap" ) );
}
This is Error
Unknown exception - code 00000001 (first/second chance not available)
"Assertion failed: Result [File:C:\Program Files (x86)\Epic Games\4.10\Engine\Source\Runtime\Core\Public\Delegates\Delegate.h] [Line: 311]
'OnOverlap' does not look like a member
UE4Editor_Core!FDebug::AssertFailed() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\misc\outputdevice.cpp:374]
UE4Editor_TheLoder!UE4Delegates_Private::GetTrimmedMemberFunctionName() [c:\program files (x86)\epic games\4.10\engine\source\runtime\core\public\delegates\delegate.h:312]
UE4Editor_TheLoder!TBaseDynamicDelegate<FWeakObjectPtr,void,AActor * __ptr64,UPrimitiveComponent * __ptr64,int,bool,FHitResult const & __ptr64>::__Internal_BindDynamic<UAttackComponent>() [c:\program files (x86)\epic games\4.10\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:928]
UE4Editor_TheLoder!TBaseDynamicMulticastDelegate<FWeakObjectPtr,void,AActor * __ptr64,UPrimitiveComponent * __ptr64,int,bool,FHitResult const & __ptr64>::__Internal_AddDynamic<UAttackComponent>() [c:\program files (x86)\epic games\4.10\engine\source\runtime\core\public\delegates\delegatesignatureimpl_variadics.inl:1013]
UE4Editor_TheLoder!UAttackComponent::Init() [c:\users\bsj\documents\unreal projects\theloder\source\theloder\bot\monster\component\attackcomponent.cpp:38]
UE4Editor_TheLoder!AAttackComponentLoader::AddAttackComp() [c:\users\bsj\documents\unreal projects\theloder\source\theloder\bot\monster\component\attackcomponentloader.cpp:34]
UE4Editor_TheLoder!AMonsterBase::BeginPlay() [c:\users\bsj\documents\unreal projects\theloder\source\theloder\bot\monster\monsterbase.cpp:110]
UE4Editor_Engine!AActor::PostActorConstruction() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\actor.cpp:2684]
UE4Editor_Engine!AActor::FinishSpawning() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\actor.cpp:2602]
UE4Editor_Engine!AActor::PostSpawnInitialize() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\actor.cpp:2558]
UE4Editor_Engine!UWorld::SpawnActor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\levelactor.cpp:430]
UE4Editor_Engine!UWorld::SpawnActor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\levelactor.cpp:267]
UE4Editor_TheLoder!ATheLoderGameMode::GetBaseMonster() [c:\users\bsj\documents\unreal projects\theloder\source\theloder\thelodergamemode.cpp:51]
UE4Editor_TheLoder!AMonsterSpawnPoint::Spawn() [c:\users\bsj\documents\unreal projects\theloder\source\theloder\bot\monster\monsterspawnpoint.cpp:90]
UE4Editor_TheLoder!AMonsterSpawnPoint::Tick() [c:\users\bsj\documents\unreal projects\theloder\source\theloder\bot\monster\monsterspawnpoint.cpp:47]
UE4Editor_Engine!AActor::TickActor() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\actor.cpp:730]
UE4Editor_Engine!FActorTickFunction::ExecuteTick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\actor.cpp:107]
UE4Editor_Engine!FTickFunctionTask::DoTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\ticktaskmanager.cpp:141]
UE4Editor_Engine!TGraphTask<FTickFunctionTask>::ExecuteTask() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\async\taskgraphinterfaces.h:779]
UE4Editor_Core!FTaskThread::ProcessTasks() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\async\taskgraph.cpp:539]
UE4Editor_Core!FTaskThread::ProcessTasksUntilQuit() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\async\taskgraph.cpp:340]
UE4Editor_Core!FTaskGraphImplementation::WaitUntilTasksComplete() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\private\async\taskgraph.cpp:1140]
UE4Editor_Engine!FTaskGraphInterface::WaitUntilTaskCompletes() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\core\public\async\taskgraphinterfaces.h:212]
UE4Editor_Engine!FTickTaskSequencer::ReleaseTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\ticktaskmanager.cpp:285]
UE4Editor_Engine!FTickTaskManager::RunTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\ticktaskmanager.cpp:1206]
UE4Editor_Engine!UWorld::RunTickGroup() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\leveltick.cpp:701]
UE4Editor_Engine!UWorld::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\engine\private\leveltick.cpp:1150]
UE4Editor_UnrealEd!UEditorEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\editorengine.cpp:1347]
UE4Editor_UnrealEd!UUnrealEdEngine::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\editor\unrealed\private\unrealedengine.cpp:361]
UE4Editor!FEngineLoop::Tick() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launchengineloop.cpp:2427]
UE4Editor!GuardedMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\launch.cpp:142]
UE4Editor!GuardedMainWrapper() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:126]
UE4Editor!WinMain() [d:\buildfarm\buildmachine_++depot+ue4-releases+4.10\engine\source\runtime\launch\private\windows\launchwindows.cpp:200]
UE4Editor!__scrt_common_main_seh() [f:\dd\vctools\crt\vcstartup\src\startup\exe_common.inl:264]
kernel32
ntdll
What Should I Do?