So when I get to binding the inputs it fires errors in VS.
"Error 1 error LNK2019: unresolved external symbol “public: void __cdecl APlrCharacter::Walk(float)” (?Walk@APlrCharacter@@QEAAXM@Z) referenced in function “public: virtual void __cdecl APlrCharacter::SetupPlayerInputComponent(class UInputComponent *)” (?SetupPlayerInputComponent@APlrCharacter@@UEAAXPEAVUInputComponent@@@Z) C:\Users\Documents\Unreal Projects\Triton\Intermediate\ProjectFiles\PlrCharacter.cpp.obj Triton
"
Header
#include "GameFramework/Character.h"
#include "PlrCharacter.generated.h"
UCLASS(config=Game)
class TRITON_API APlrCharacter : public ACharacter
{
GENERATED_BODY()
int32 Health;
public:
// Sets default values for this character's properties
APlrCharacter(const FObjectInitializer& ObjectInitializer);
//protected:
void Walk(float Value);
void Strafe(float Value);
//protected:
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) override;
};
CPP
#include "Triton.h"
#include "PlrCharacter.h"
// Sets default values
APlrCharacter::APlrCharacter(const FObjectInitializer& ObjectInitializer) : Super(ObjectInitializer)
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
//PrimaryActorTick.bCanEverTick = true;
}
// Called to bind functionality to input
void APlrCharacter::SetupPlayerInputComponent(class UInputComponent* InputComponent)
{
//Super::SetupPlayerInputComponent(InputComponent);
check(InputComponent);
InputComponent->BindAxis("Walk", this, &APlrCharacter::Walk);
InputComponent->BindAxis("Strafe", this, &APlrCharacter::Strafe);
}
Does anyone see any problems?