Aclaro lo de la duda. No me he explicado bien. La generación de codigo base es diferente. Supongo que por la natural evolución del Engine.
Las macros son tambien diferentes.
Y la ControllerClass no aparece de entrada.
//UE4DemoGameMode.cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include “UE4Demo.h”
#include “UE4DemoGameMode.h”
//UE4DemoGameMode.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include “GameFramework/GameMode.h”
#include “UE4DemoGameMode.generated.h”
/**
*
*/
UCLASS()
class UE4DEMO_API AUE4DemoGameMode : public AGameMode
{
GENERATED_BODY()
};
Esto es lo que sale ahora. La macro GENERATED_BODY() supongo que sustituye a GENERATED_UCLASS_BODY()…
//HeroCharacter.h
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include “GameFramework/Character.h”
#include “HeroCharacter.generated.h”
UCLASS()
class UE4DEMO_API AHeroCharacter : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character’s properties
AHeroCharacter();
// Called when the game starts or when spawned
virtual void BeginPlay() override;
// Called every frame
virtual void Tick( float DeltaSeconds ) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) override;
};
//HeroCharacter.cpp
// Fill out your copyright notice in the Description page of Project Settings.
#include “UE4Demo.h”
#include “HeroCharacter.h”
// Sets default values
AHeroCharacter::AHeroCharacter()
{
// 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 when the game starts or when spawned
void AHeroCharacter::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AHeroCharacter::Tick( float DeltaTime )
{
Super::Tick( DeltaTime );
}
// Called to bind functionality to input
void AHeroCharacter::SetupPlayerInputComponent(class UInputComponent* InputComponent)
{
Super::SetupPlayerInputComponent(InputComponent);
}