Cześć. Mam problem gdyż pojawiło mi się znikąd 40 błędów w unreal engine 4. Wcześniej kod działał, dzisiaj wchodzą aby go skompilować i wywaliło błędy:
http://www.wklejto.pl/519256
Zamieszczam błędy tutaj ze względu na maksymalną ilość znaków
Błędy wydają się być normalne, ale jak mówię, jeszcze wczoraj wszystko chodziło, oraz wszystko mam zaincludowane, a środowisko też pokazuje, że wszystko gra, koloruje prawidłowo składnie, tam gdzie pokazuje, że np. nie znaleziona takiej instrukcji
Jak widać wywala je w plikach: GasAspectCrystal.cpp, CrucibleExtractor.cpp oraz GasAspectCrystal.h.
Kod źródłowy wygląda tak:
// Fill out your copyright notice in the Description page of Project Settings.
#include "GasAspectCrystal.h"
// Sets default values
AGasAspectCrystal::AGasAspectCrystal()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
skeletalMesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Skeleton"));
static ConstructorHelpers::FObjectFinder<UAnimSequence> loadedExtractorAnimation(TEXT("AnimSequence'/Game/Meshes/AspectCrystals/Gas/GasAspectCrystal_Anim.GasAspectCrystal_Anim'"));
static ConstructorHelpers::FObjectFinder<USkeletalMesh> characterModel(TEXT("SkeletalMesh'/Game/Meshes/AspectCrystals/Gas/GasAspectCrystal.GasAspectCrystal'"));
skeletalMesh->SetSkeletalMesh(characterModel.Object);
skeletalMesh->AttachTo(objectMesh);
if (loadedExtractorAnimation.Succeeded())
{
anim = loadedExtractorAnimation.Object;
}
skeletalMesh->SetRelativeScale3D(FVector(0.1, 0.1, 0.1));
}
// Called when the game starts or when spawned
void AGasAspectCrystal::BeginPlay()
{
Super::BeginPlay();
if (anim != nullptr)
{
skeletalMesh->PlayAnimation(anim, true);
}
}
// Called every frame
void AGasAspectCrystal::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "ItemParent.h"
#include "GasAspectCrystal.generated.h"
UCLASS()
class GAME_API AGasAspectCrystal : public AItemParent
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties
AGasAspectCrystal();A
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
USkeletalMeshComponent *skeletalMesh;
UAnimSequence *anim = nullptr;
};
// Fill out your copyright notice in the Description page of Project Settings.
#include "CrucibleExtractor.h"
#include "PlayerCharacter.h"
#include "EssenceTube.h"
#include "Runtime/Engine/Classes/Kismet/GameplayStatics.h"
// Sets default values
AEssenceExtractor::AEssenceExtractor()
{
// Set this actor to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
static ConstructorHelpers::FObjectFinder<UStaticMesh> loadedExtractorMesh(TEXT("/Game/Meshes/CrucibleExtractor/CrucibleExtractor.CrucibleExtractor"));
setMesh(&loadedExtractorMesh);
objectMesh->SetSimulatePhysics(false);
itemData.isMeltable = false;
itemData.name = "Essence extractor";
}
// Called when the game starts or when spawned
void AEssenceExtractor::BeginPlay()
{
Super::BeginPlay();
FActorSpawnParameters SpawnInfo;
essence = GetWorld()->SpawnActor<Aroller>(FVector(GetActorLocation().X, GetActorLocation().Y, GetActorLocation().Z), GetActorRotation(), SpawnInfo);
essence->liquidMesh->AttachTo(root);
}
// Called every frame
void AEssenceExtractor::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
if (tube != nullptr && timer.getTimeAsMiliseconds() > 90.0f && collectedAspects.solid > 0 && tube->collectedAspects.solid <= 2)
{
tube->collectedAspects.solid++;
tube->essenceType = whichAcpectIsIn;
collectedAspects.solid--;
timer.restart();
}
if (tube != nullptr && timer.getTimeAsMiliseconds() > 90.0f && collectedAspects.liquid > 0 && tube->collectedAspects.liquid <= 2)
{
tube->collectedAspects.liquid++;
tube->essenceType = whichAcpectIsIn;
collectedAspects.liquid--;
timer.restart();
}
if (tube != nullptr && timer.getTimeAsMiliseconds() > 90.0f && collectedAspects.gas > 0 && tube->collectedAspects.gas <= 2)
{
tube->collectedAspects.gas++;
tube->essenceType = whichAcpectIsIn;
collectedAspects.gas--;
timer.restart();
}
if (tube != nullptr && timer.getTimeAsMiliseconds() > 90.0f && collectedAspects.plasma > 0 && tube->collectedAspects.plasma <= 2)
{
tube->collectedAspects.plasma++;
tube->essenceType = whichAcpectIsIn;
collectedAspects.plasma--;
timer.restart();
}
essence->SetActorLocation(FVector(essence->GetActorLocation().X, essence->GetActorLocation().Y, GetActorLocation().Z));
}
void AEssenceExtractor::toDoWhenCursorIsOn()
{
if (playerReference->usingItem != -1)
{
if (tube == nullptr && click() && playerReference->isDerivedFromEssenceTakerParent(playerReference->itemsInInventory[playerReference->usingItem].thisClass)
{
FActorSpawnParameters SpawnInfo;
tube = GetWorld()->SpawnActor<AEssenceTube>(FVector(GetActorLocation().X + GetActorForwardVector().X * 90.0f, GetActorLocation().Y + GetActorForwardVector().Y * 90.0f, GetActorLocation().Z + GetActorForwardVector().Z + 50.0f), GetActorRotation(), SpawnInfo);
}
else if (tube != nullptr)
{
if (tube->itemData.isDestroyed && click() && playerReference->isDerivedFromEssenceTakerParent(playerReference->itemsInInventory[playerReference->usingItem].thisClass)
{
FActorSpawnParameters SpawnInfo;
tube = GetWorld()->SpawnActor<AEssenceTube>(FVector(GetActorLocation().X + GetActorForwardVector().X * 90.0f, GetActorLocation().Y + GetActorForwardVector().Y * 90.0f, GetActorLocation().Z + GetActorForwardVector().Z + 50.0f), GetActorRotation(), SpawnInfo);
}
}
}
}