unreal engine:point to incomplete class type is not allowed

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

帮助:https://answers.unrealengine.com/questions/670373/pointer-to-incomplete-class-type-is-not-allowed-2.html

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);
	
	
};

 

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