I just created a second struct in my header, and it keeps restricting my actor from generating I have tried rebuilding about seven times and it fails every time and it wont even tell me what the issue is?!. Here’s what my header says:
#include "GameFramework/Actor.h"
#include "MotionControllerComponent.h"
#include "SteamVRChaperoneComponent.h"
#include "SteamVRFunctionLibrary.h"
#include "InteractablesInterface.h"
#include "Runtime/Engine/Classes/Components/SplineComponent.h"
#include "VRMotionController.generated.h"
USTRUCT(BlueprintType)
struct VIVETESTINGPROJECT_API FTraceTeleportDestination_Result
{
GENERATED_BODY()
UPROPERTY()
bool isSuccess;
UPROPERTY()
TArray<FVector> TracePoints;
UPROPERTY()
FVector NavMeshLocation;
UPROPERTY()
FVector TraceLocation;
//Default Constructor
FTraceTeleportDestination_Result() { }
FTraceTeleportDestination_Result(bool iIsSuccess, TArray<FVector> iTracePoints, FVector iNaveMeshLocation, FVector iTraceLocation)
{
isSuccess = iIsSuccess;
TracePoints = iTracePoints;
NavMeshLocation = iNaveMeshLocation;
TraceLocation = iTraceLocation;
}
};
USTRUCT(BlueprintType)
struct VIVETESTINGPROJECT_API FTeleportDestination
{
GENERATED_BODY()
UPROPERTY()
FVector Location;
UPROPERTY()
FRotator Rotation;
//Default Constructor
FTeleportDestination() { }
FTeleportDestination(FVector iLocation, FRotator iRotation)
{
Location = iLocation;
Rotation = iRotation;
}
};