Hello,
I am following this tutorial : [https://docs.unrealengine.com/en-US/Programming/Tutorials/FirstPersonShooter/2/7/index.html][1]
but I have a few problems.
1st one : my code (until the step 2.7 of the tutorial) compiles and works perfectly, but Visual Studio (2017) spotted 23 errors. I think it is because it does not recognize UE4’s syntax. Is it possible to solve this?
Here is the code of the .cpp file :
// Copyright 2019-2019 ENGEMANN Damien, All Rights Reserved.
#include "FPSCharacter.h"
#include "Fracture.h"
// Sets default values
AFPSCharacter::AFPSCharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = false;
/*
// Create a first person camera component.
FPSCameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("FirstPersonCamera"));
// Attach the camera component to our capsule component.
FPSCameraComponent->SetupAttachment(GetCapsuleComponent());
// Position the camera slightly above the eyes.
FPSCameraComponent->SetRelativeLocation(FVector(0.0f, 0.0f, 50.0f + BaseEyeHeight));
// Allow the pawn to control camera rotation.
FPSCameraComponent->bUsePawnControlRotation = true;
*/
}
// Called when the game starts or when spawned
void AFPSCharacter::BeginPlay()
{
Super::BeginPlay();
if (GEngine)
{
// Put up a debug message for five seconds. The -1 "Key" value (first argument) indicates that we will never need to update or refresh this message.
GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT("We are using FPSCharacter."));
}
}
// Called every frame
void AFPSCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void AFPSCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
// Set up "movement" bindings.
PlayerInputComponent->BindAxis("MoveForward", this, &AFPSCharacter::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this, &AFPSCharacter::MoveRight);
// Set up "look" bindings.
PlayerInputComponent->BindAxis("Turn", this, &AFPSCharacter::AddControllerYawInput);
PlayerInputComponent->BindAxis("LookUp", this, &AFPSCharacter::AddControllerPitchInput);
// Set up "action" bindings.
PlayerInputComponent->BindAction("Jump", IE_Pressed, this, &AFPSCharacter::StartJump);
PlayerInputComponent->BindAction("Jump", IE_Released, this, &AFPSCharacter::StopJump);
}
void AFPSCharacter::MoveForward(float Value)
{
// Find out which way is "forward" and record that the player wants to move that way.
FVector Direction = FRotationMatrix(Controller->GetControlRotation()).GetScaledAxis(EAxis::X);
AddMovementInput(Direction, Value);
}
void AFPSCharacter::MoveRight(float Value)
{
// Find out which way is "right" and record that the player wants to move that way.
FVector Direction = FRotationMatrix(Controller->GetControlRotation()).GetScaledAxis(EAxis::Y);
AddMovementInput(Direction, Value);
}
void AFPSCharacter::StartJump()
{
bPressedJump = true;
}
void AFPSCharacter::StopJump()
{
bPressedJump = false;
}
And here is the code of the .h :
// Copyright 2019-2019 ENGEMANN Damien, All Rights Reserved.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "FPSCharacter.generated.h"
UCLASS()
class FRACTURE_API AFPSCharacter : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
AFPSCharacter();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
// Handles input for moving forward and backward.
UFUNCTION()
void MoveForward(float Value);
// Handles input for moving right and left.
UFUNCTION()
void MoveRight(float Value);
// Sets jump flag when key is pressed.
UFUNCTION()
void StartJump();
// Clears jump flag when key is released.
UFUNCTION()
void StopJump();
/*
// FPS camera.
UPROPERTY(VisibleAnywhere)
UCameraComponent* FPSCameraComponent;
*/
};
2nd problem, the one that blocks me from continuing this tutorial :
When following the steps of this specific page : [https://docs.unrealengine.com/en-US/Programming/Tutorials/FirstPersonShooter/2/7/index.html][3] , the code does not compile anymore, and I don’t know where the errors are.
Note that I did not follow exactly the tutorial, because I named my project “Fracture” instead of “FPSProject”.
Also, I am using the Github’s UE4 instead of the launcher version, because I am using Chaos. I manually compiled the engine and activated Chaos by following these steps : [Chaos Destruction Overview | Unreal Engine Documentation][5]