Runtime Mesh Component

Okay, that worked. Now, I want to use it with C++, but I just can’t seem to get it working. Please have in mind that I’m starting with C++. So:

Added lines in Build.cs:


// Copyright 1998-2016 Epic Games, Inc. All Rights Reserved.

using UnrealBuildTool;

public class FlyingShip : ModuleRules
{
	public FlyingShip(TargetInfo Target)
	{
		PublicDependencyModuleNames.AddRange(new string] { "Core", "CoreUObject", "Engine", "InputCore"});

		PrivateDependencyModuleNames.AddRange(new string] {  });

	    PublicDependencyModuleNames.AddRange(new string] { "ShaderCore", "RenderCore", "RHI", "RuntimeMeshComponent"});
    }
}


*.h file:


// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "GameFramework/Actor.h"
#include "SeaSurface.generated.h"

UCLASS()
class FLYINGSHIP_API ASeaSurface : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	ASeaSurface();

	// Called when the game starts or when spawned
	virtual void BeginPlay() override;
	
	// Called every frame
	virtual void Tick( float DeltaSeconds ) override;

private:
	UPROPERTY(VisibleAnywhere, Category = Materials)
		RuntimeMeshComponent * SeaMesh;

};


*.cpp file:


// Fill out your copyright notice in the Description page of Project Settings.

#include "FlyingShip.h"
#include "SeaSurface.h"
#include "RuntimeMeshComponent.h"


// Sets default values
ASeaSurface::ASeaSurface()
{
 	// Set this actor to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

	SeaMesh = CreateDefaultSubobject<RuntimeMeshComponent>(TEXT("GeneratedMesh"));
	RootComponent = SeaMesh;

}

// Called when the game starts or when spawned
void ASeaSurface::BeginPlay()
{
	Super::BeginPlay();
	
}

// Called every frame
void ASeaSurface::Tick( float DeltaTime )
{
	Super::Tick( DeltaTime );

}


Error:


1>------ Build started: Project: UE4, Configuration: BuiltWithUnrealBuildTool Win32 ------
2>------ Build started: Project: FlyingShip, Configuration: Development_Editor x64 ------
2>  Creating makefile for FlyingShipEditor (no existing makefile)
2>  Parsing headers for FlyingShipEditor
2>    Running UnrealHeaderTool "O:\FlyingShip\FlyingShip.uproject" "O:\FlyingShip\Intermediate\Build\Win64\FlyingShipEditor\Development\FlyingShipEditor.uhtmanifest" -LogCmds="loginit warning, logexit warning, logdatabase error" -Unattended -WarningsAsErrors -installed
2>O:/FlyingShip/Source/FlyingShip/FishingShip/SeaSurface.h(25): error : Unrecognized type 'RuntimeMeshComponent' - type must be a UCLASS, USTRUCT or UENUM
2>EXEC : error : UnrealHeaderTool failed for target 'FlyingShipEditor' (platform: Win64, module info: O:\FlyingShip\Intermediate\Build\Win64\FlyingShipEditor\Development\FlyingShipEditor.uhtmanifest, exit code: OtherCompilationError (5)).
2>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V140\Microsoft.MakeFile.Targets(37,5): error MSB3075: The command ""E:\Unreal Engine 4\Epic Games\4.14\Engine\Build\BatchFiles\Build.bat" FlyingShipEditor Win64 Development "O:\FlyingShip\FlyingShip.uproject" -waitmutex" exited with code 5. Please verify that you have sufficient rights to run this command.
========== Build: 1 succeeded, 1 failed, 0 up-to-date, 0 skipped ==========


What am I doing wrong?