i am facing this error in which when i am pressing F5 visual studio is failing to build the solution and not opening the engine, it is saying that the “Following modules are missing or built with different engine version”
There is not error in the code but it is not allowing me to create Dash projectile which i have to create from SBaseProjectile.
Also when i managed to create a new c++ file od SDashProjectile it is giving me error on compiling. I have attached the error screenshot.
Please guide me on what i am doing wrong
Sure here is the c++ code do let me know if there is anything else needed
include “SProjectileBase.h” include “Components/SphereComponent.h” include “GameFramework/ProjectileMovementComponent.h” include “Particles/ParticleSystemComponent.h” include “Kismet/GameplayStatics.h” include “UObject/UObjectBaseUtility.h”
Edit: The BlueprintNativeEvent function is stated inside of the base class and doesn’t need to be redefined in the derived one. Making changes or defining the blueprint exposed function from within the derived class would throw an error.
@3dRaven From what you have shared, it seems you might not have created definition in C++ file of it. In the base class in C++, function for implementation should be added even if it is empty. When using BlueprintNative, compiler looks for default function implementation first. in derived class if you don’t override the function it should create a link error.
You would get a link error with a lack of the _Implementation function. The blueprint native does not require an implementation in the cpp it is just a macro to expose the function to blueprints.
My code runs fine. There are no errors during linking or compiling.
You cannot override a BlueprintNativeEvent as it CANNOT be marked as virtual hence it cannot be override / changed by the engine. If you “double” the
base BlueprintNativeEvent in the derived class you will get a compile error saying that it can’t be redefined in the derived class.