So I am a beginner with game programming in UE4, just starting out with c++. The code below worked perfectly before I attached a springcomponent to my mesh. This is a simple Pawn class that I created. I should also mention that once I included the spring component and tested it and it did not work, my computer shut down accidently. It give the same error repeatedly for any class I create, I have tried making a new class and applying the code.
Please see Image for the error VS 2017 gives when I try to debug
Below is the RollingStone.cpp file code.
#include "RollingStone.h"
#include "Classes/Components/InputComponent.h"
#include "Classes/GameFramework/FloatingPawnMovement.h"
#include "Classes/Camera/CameraComponent.h"
// Sets default values
ARollingStone::ARollingStone()
{
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
FloatingPawnMovement = CreateDefaultSubobject<UFloatingPawnMovement>("PawnMoevement");
StaticMesh = CreateDefaultSubobject<UStaticMeshComponent>("StaticMeshComponeent");
Camera = CreateDefaultSubobject<UCameraComponent>("CameraComponeent");
Camera->SetRelativeLocation(FVector(-500.f, 0.f, 0.f));
Camera->SetupAttachment(StaticMesh);
SetRootComponent(StaticMesh);
bUseControllerRotationYaw = true;
bUseControllerRotationPitch = true;
}
// Called when the game starts or when spawned
void ARollingStone::BeginPlay()
{
Super::BeginPlay();
}
void ARollingStone::MoveForward(float Amount)
{
FloatingPawnMovement->AddInputVector(GetActorForwardVector()* Amount);
}
void ARollingStone::MoveRight(float Amount)
{
FloatingPawnMovement->AddInputVector(GetActorRightVector()* Amount);
}
void ARollingStone::Turn(float Amount)
{
AddControllerYawInput(Amount);
}
void ARollingStone::Lookup(float Amount)
{
AddControllerPitchInput(Amount);
}
// Called every frame
void ARollingStone::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void ARollingStone::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAxis("MoveForward", this, &ARollingStone::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this, &ARollingStone::MoveRight);
PlayerInputComponent->BindAxis("Turn", this, &ARollingStone::Turn);
PlayerInputComponent->BindAxis("LookUp", this, &ARollingStone::Lookup);
}
Below is the RollingStone.h file code:
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "RollingStone.generated.h"
UCLASS()
class MYPROJECT_API ARollingStone : public APawn
{
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
ARollingStone();
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;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
};
Will appreciate you taking the time to help me. I am now very sure that the accidental shutdown caused this since its not working even after I stop using the springarmcomponent, you can see it is not there in the code and this previously working code now does not even debug. I am using visual studio 2017 by the way! Thank you!
Looking forward to a solution.