教程链接http://api.unrealengine.com/INT/Programming/Tutorials/FirstPersonShooter/2/3/index.html
报错:point to incomplete class type is not allowed
前向链接,cpp文件缺乏引用,添加对应的头文件;
//FPSCharacter.cpp文件
//-----------------------------------------------------------------------------
// Fill out your copyright notice in the Description page of Project Settings.
#include "FPSCharacter.h"
#include "Runtime/Engine/Classes/Components/InputComponent.h"
#include "GameFramework/Controller.h"
// Sets default values
AFPSCharacter::AFPSCharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void AFPSCharacter::BeginPlay()
{
Super::BeginPlay();
if (GEngine) {
GEngine->AddOnScreenDebugMessage(-1, 5.0f, FColor::Red, TEXT("We are using FPSCharacter."));
}
}
// Called every frame
void AFPSCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void AFPSCharacter::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
//set up
PlayerInputComponent->BindAxis("MoveForward", this, &AFPSCharacter::MoveForward);
PlayerInputComponent->BindAxis("MoveRight", this, &AFPSCharacter::MoveRight);
PlayerInputComponent->BindAxis("Turn", this, &AFPSCharacter::AddControllerYawInput);
PlayerInputComponent->BindAxis("LookUp", this, &AFPSCharacter::AddControllerPitchInput);
}
void AFPSCharacter::MoveForward(float Value) {
FVector Direction = FRotationMatrix(Controller->GetControlRotation()).GetScaledAxis(EAxis::X);
AddMovementInput(Direction, Value);
}
void AFPSCharacter::MoveRight(float Value) {
FVector Direction = FRotationMatrix(Controller->GetControlRotation()).GetScaledAxis(EAxis::Y);
AddMovementInput(Direction, Value);
}
//FPSCharacter.h头文件
//---------------------------------------------------------------------------
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "Runtime/Engine/Classes/Engine/Engine.h"
#include "GameFramework/Character.h"
#include "FPSCharacter.generated.h"
UCLASS()
class PUREPROJECT_API AFPSCharacter : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
AFPSCharacter();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
UFUNCTION()
void MoveForward(float Value);
UFUNCTION()
void MoveRight(float Value);
};