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vtable error c++ multiplayer help needed!

Im trying to make my character sprint online! If im doing something wrong please let me know and explain! Im not good with online and in trying to really get the hang of it. I defined all the virtual functions i have and tbh, idk what makes a virtual function a virtual function but i just tried making all the ones i made virtual functions and eliminating one by one but i cant seem to find the issue. Im so frustrated! I defined everything and its still giving me a problem! Ive also followed multiple tutorials and i still get the same outcome. i thought i understood everything but i guess not… i feel defeated. Thank you in advance

Undefined symbols for architecture x86_64:

“vtable for ASprintHealthTestCharacter”, referenced from:

  ASprintHealthTestCharacter::ASprintHealthTestCharacter() in SprintHealthTestCharacter.cpp.o

  ASprintHealthTestCharacter::ASprintHealthTestCharacter(FObjectInitializer const&) in SprintHealthTestCharacter.cpp.o

  ASprintHealthTestCharacter::ASprintHealthTestCharacter(FObjectInitializer const&) in SprintHealthTestCharacter.cpp.o

  UObject* InternalVTableHelperCtorCaller<ASprintHealthTestCharacter>(FVTableHelper&) in SprintHealthTestCharacter.gen.cpp.o

  ASprintHealthTestCharacter::ASprintHealthTestCharacter(FVTableHelper&) in SprintHealthTestCharacter.gen.cpp.o

  ASprintHealthTestCharacter::ASprintHealthTestCharacter(FVTableHelper&) in SprintHealthTestCharacter.gen.cpp.o

NOTE: a missing vtable usually means the first non-inline virtual member function has no definition.

ld: symbol(s) not found for architecture x86_64

clang: error: linker command failed with exit code 1 (use -v to see invocation)

.h

>

pragma once

include “Engine.h”

include “GameFramework/Character.h”

include “Net/UnrealNetwork.h”

include “SprintHealthTestCharacter.generated.h”

UCLASS(config=Game)
class ASprintHealthTestCharacter : public ACharacter
{

GENERATED_UCLASS_BODY()

/** Camera boom positioning the camera behind the character /
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = “true”))
class USpringArmComponent
CameraBoom;

/** Follow camera /
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Camera, meta = (AllowPrivateAccess = “true”))
class UCameraComponent
FollowCamera;
public:
ASprintHealthTestCharacter();

/** Base turn rate, in deg/sec. Other scaling may affect final turn rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
float BaseTurnRate;

/** Base look up/down rate, in deg/sec. Other scaling may affect final rate. */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category=Camera)
float BaseLookUpRate;

UPROPERTY(EditAnywhere,ReplicatedUsing=GetMaxHealth, Category = Attributes)
float Health;

UPROPERTY(Replicated)
TArray<uint32> IntegerArray;

UFUNCTION(Server,Reliable,WithValidation)
void ServerSprint();

UFUNCTION(Client,Reliable)
void ClientSprint();

UFUNCTION(BlueprintCallable,Category = Attributes)
virtual void GetMaxHealth();

void Sprint();

void SprintEnd();

bool bIsSprinting = true;

protected:

/** Resets HMD orientation in VR. */
void OnResetVR();

/** Called for forwards/backward input */
void MoveForward(float Value);

/** Called for side to side input */
void MoveRight(float Value);

/**

  • Called via input to turn at a given rate.
  • @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
    */
    void TurnAtRate(float Rate);

/**

  • Called via input to turn look up/down at a given rate.
  • @param Rate This is a normalized rate, i.e. 1.0 means 100% of desired turn rate
    */
    void LookUpAtRate(float Rate);

/** Handler for when a touch input begins. */
void TouchStarted(ETouchIndex::Type FingerIndex, FVector Location);

/** Handler for when a touch input stops. */
void TouchStopped(ETouchIndex::Type FingerIndex, FVector Location);

protected:

// APawn interface

virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

// End of APawn interface

//VIRTUAL VOIDS
virtual void BeginPlay() override;
virtual void Tick(float DeltaTime) override;

public:

/** Returns CameraBoom subobject **/

FORCEINLINE class USpringArmComponent* GetCameraBoom() const { return CameraBoom; }

/** Returns FollowCamera subobject **/

FORCEINLINE class UCameraComponent* GetFollowCamera() const { return FollowCamera; }
};

.cpp

include “SprintHealthTestCharacter.h”

include “HeadMountedDisplayFunctionLibrary.h”

include “Camera/CameraComponent.h”

include “Components/CapsuleComponent.h”

include “Components/InputComponent.h”

include “GameFramework/CharacterMovementComponent.h”

include “GameFramework/Controller.h”

include “GameFramework/SpringArmComponent.h”

include “Net/UnrealNetwork.h”

//////////////////////////////////////////////////////////////////////////
// ASprintHealthTestCharacter

ASprintHealthTestCharacter::ASprintHealthTestCharacter(const FObjectInitializer& ObjectIntializer)
{
bReplicates = true;

bReplicateMovement = true;

// Set size for collision capsule

GetCapsuleComponent()->InitCapsuleSize(42.f, 96.0f);

// set our turn rates for input

BaseTurnRate = 45.f;

BaseLookUpRate = 45.f;

// Don’t rotate when the controller rotates. Let that just affect the camera.

bUseControllerRotationPitch = false;

bUseControllerRotationYaw = false;

bUseControllerRotationRoll = false;

// Configure character movement
GetCharacterMovement()->bOrientRotationToMovement = true; // Character moves in the direction of input…

GetCharacterMovement()->RotationRate = FRotator(0.0f, 540.0f, 0.0f); // …at this rotation rate

GetCharacterMovement()->JumpZVelocity = 600.f;

GetCharacterMovement()->AirControl = 0.2f;

// Create a camera boom (pulls in towards the player if there is a collision)

CameraBoom = CreateDefaultSubobject<USpringArmComponent>(TEXT(“CameraBoom”));

CameraBoom->SetupAttachment(RootComponent);

CameraBoom->TargetArmLength = 300.0f; // The camera follows at this distance behind the character

CameraBoom->bUsePawnControlRotation = true; // Rotate the arm based on the controller

// Create a follow camera

FollowCamera = CreateDefaultSubobject<UCameraComponent>(TEXT(“FollowCamera”));

FollowCamera->SetupAttachment(CameraBoom, USpringArmComponent::SocketName);` // Attach the camera to the end of the boom and let the boom adjust to match the controller orientation

FollowCamera->bUsePawnControlRotation = false; // Camera does not rotate relative to arm

// Note: The skeletal mesh and anim blueprint references on the Mesh component (inherited from Character)
// are set in the derived blueprint asset named MyCharacter (to avoid direct content references in C++)
}

//////////////////////////////////////////////////////////////////////////
// Input

void ASprintHealthTestCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
// Set up gameplay key bindings
check(PlayerInputComponent);
PlayerInputComponent->BindAction(“Jump”, IE_Pressed, this, &ACharacter::Jump);

PlayerInputComponent->BindAction(“Jump”, IE_Released, this, &ACharacter::StopJumping);

PlayerInputComponent->BindAxis(“MoveForward”, this, &ASprintHealthTestCharacter::MoveForward);

PlayerInputComponent->BindAxis(“MoveRight”, this, &ASprintHealthTestCharacter::MoveRight);

// We have 2 versions of the rotation bindings to handle different kinds of devices differently
// “turn” handles devices that provide an absolute delta, such as a mouse.
// “turnrate” is for devices that we choose to treat as a rate of change, such as an analog joystick
PlayerInputComponent->BindAxis(“Turn”, this, &APawn::AddControllerYawInput);

PlayerInputComponent->BindAxis(“TurnRate”, this, &ASprintHealthTestCharacter::TurnAtRate);

PlayerInputComponent->BindAxis(“LookUp”, this, &APawn::AddControllerPitchInput);

PlayerInputComponent->BindAxis(“LookUpRate”, this, &ASprintHealthTestCharacter::LookUpAtRate);

// handle touch devices
PlayerInputComponent->BindTouch(IE_Pressed, this, &ASprintHealthTestCharacter::TouchStarted);

PlayerInputComponent->BindTouch(IE_Released, this, &ASprintHealthTestCharacter::TouchStopped);

// VR headset functionality
PlayerInputComponent->BindAction(“ResetVR”, IE_Pressed, this, &ASprintHealthTestCharacter::OnResetVR);

//Sprint
PlayerInputComponent->BindAction(“Sprint”, IE_Pressed,this, &ASprintHealthTestCharacter::Sprint);

PlayerInputComponent->BindAction(“Sprint”, IE_Released,this, &ASprintHealthTestCharacter::SprintEnd);

}

void ASprintHealthTestCharacter::OnResetVR()
{
UHeadMountedDisplayFunctionLibrary::ResetOrientationAndPosition();
}

void ASprintHealthTestCharacter::TouchStarted(ETouchIndex::Type FingerIndex, FVector Location)
{
Jump();
}

void ASprintHealthTestCharacter::TouchStopped(ETouchIndex::Type FingerIndex, FVector Location)
{
StopJumping();
}

void ASprintHealthTestCharacter::TurnAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerYawInput(Rate * BaseTurnRate * GetWorld()->GetDeltaSeconds());
}

void ASprintHealthTestCharacter::LookUpAtRate(float Rate)
{
// calculate delta for this frame from the rate information
AddControllerPitchInput(Rate * BaseLookUpRate * GetWorld()->GetDeltaSeconds());
}

void ASprintHealthTestCharacter::MoveForward(float Value)
{
if ((Controller != NULL) && (Value != 0.0f))
{
// find out which way is forward
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);

// get forward vector
const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
AddMovementInput(Direction, Value);
}
}

void ASprintHealthTestCharacter::MoveRight(float Value)
{
if ( (Controller != NULL) && (Value != 0.0f) )
{
// find out which way is right
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);

// get right vector
const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
// add movement in that direction
AddMovementInput(Direction, Value);
}
}
void ASprintHealthTestCharacter::GetLifetimeReplicatedProps(TArray &OutLifetimeProps)const {
Super::GetLifetimeReplicatedProps(OutLifetimeProps);

DOREPLIFETIME(ASprintHealthTestCharacter, IntegerArray);

DOREPLIFETIME(ASprintHealthTestCharacter, Health);
}

bool ASprintHealthTestCharacter::ServerSprint_Validate(){

return true;
}
void ASprintHealthTestCharacter::ServerSprint_Implementation(){

Sprint();
}

void ASprintHealthTestCharacter::Sprint(){

if (Role < ROLE_Authority){

ServerSprint();

if (bIsSprinting == true)

GetCharacterMovement()->MaxWalkSpeed = 1000.0f;

}
}

void ASprintHealthTestCharacter::SprintEnd(){

}

void ASprintHealthTestCharacter::BeginPlay(){

Super::BeginPlay();

}

void ASprintHealthTestCharacter::Tick(float DeltaTime){

Super::Tick(DeltaTime);
}

You don’t have a definition for GetMaxHealth, which is virtual and thus borking your vtable.



float ASprintHealthTestCharacter::GetMaxHealth()
{
   return 100.0f; // Or whatever value.
}


hey! Thanks for replying! I actually ended up making it a regular void, I put

void ASprintHealthTestCharacter::OnRep_Health()(renamed it)
{
health = 100.0f;
}

and it’s still coming up with vtable error!

I believe you’re missing an implementation for:



UFUNCTION(Client,Reliable)
void ClientSprint();


so .cpp:




void ASprintHealthTestCharacter::ClientSprint_Implementation()
{
}


Oh wow i didnt know that those had to be forced to be called! Thank you so much! It was killing me because i really had no clue what was going on lol. Well… til next time!