I’ve been trying to learn c++ with unreal engine so I started watching a tutorial. I’m not doing complex code so I feel like it should be easy but I was wrong. This code has haunted me for a while now. Whenever I try to run Local Windows debugger I get this error:
Error MSB3073 The command ““C:\Program Files\Epic Games\UE_4.26\Engine\Build\BatchFiles\Build.bat” FebEditor Win64 Development -Project=“C:\Users\Documents\Unreal Projects\Feb\Feb.uproject” -WaitMutex -FromMsBuild” exited with code 6. Feb C:\Program Files (x86)\Microsoft Visual Studio\2019\Enterprise\MSBuild\Microsoft\VC\v160\Microsoft.MakeFile.Targets 46
Does anyone know what this is and how to fix it? Im getting desperate at this point.
Heres my .h file:
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include “CoreMinimal.h”
#include “GameFramework/Pawn.h”
#include “SpherePawn.generated.h”
UCLASS()
class FEB_API ASpherePawn : public APawn
{
GENERATED_BODY()
public:
// Sets default values for this pawn’s properties
ASpherePawn();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
void MoveForward(float Amount);
void MoveRight(float Amount);
void Turn(float Amount);
void LookUp(float Amount);
class UFloatingPawnMovement* FloatingPawnMovement;
UPROPERTY(EditAnywhere, Category = "Components")
UStaticMeshComponent* StaticMesh;
UPROPERTY(EditAnywhere, Category = "Components")
class UCameraComponent* Camera;
UPROPERTY(EditAnywhere, Category = "Components")
class USpringArmComponent* CameraArm;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
};
Any help would be amazing!