virtual void BeginPlay() override;
with this definition in the header of a C++ file, i get the compile error ‘Unrecognized type ‘virtual’ - type must be a UCLASS, USTRUCT or UENUM’
anyone got any idea what this means? or how to fix it?
virtual void BeginPlay() override;
with this definition in the header of a C++ file, i get the compile error ‘Unrecognized type ‘virtual’ - type must be a UCLASS, USTRUCT or UENUM’
anyone got any idea what this means? or how to fix it?
We need more code to check if you missed something. Please show us at least 5 +/- lines of code around the actual issue.
Hey Tommy,
The best would be to provide the whole .h file or ar least:
Greetings
Never say to someone to post a whole file. Cause he will probably just post a hundred lines header haha
Haha see :D…
Line 29 your wrote
UPROPERTY(BlueprintReadWrite,Category = “Moba|Basic Attack|Internal”)
without declaring any property. That’s your error
Ok
I didn’t think that through xD
Am facing the similar error with the following code, ( sorry am new to coding and UE4 )
can someone please help me out with this:
UCLASS(Blueprintable)
class TWINSTICKSHOOTER_API ABaseCharacter : public ACharacter
{
GENERATED_BODY()
public:
// health property
UPROPERTY(BlueprintReadWrite, EditAnywhere, Category = “Base Character”)
float Health = 100;
// isDead property
UPROPERTY(BlueprintReadOnly, VisibleAnywhere, Category = "Base Character")
bool isDead = false;
// calculate death function ( helper)
virtual void calculateDead();
// calculate health function
UPROPERTY(BlueprintCallable, Category = "Base Character")
virtual void CalculateHealth(float delta);
#if WITH_EDITOR
// editor-centric code for changing the properies
virtual void PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
override;
#endif
public:
// Sets default values for this character’s properties
ABaseCharacter();
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;
};