compiler errors - How to create a custom c++ class to use with blueprint -


i trying create custom class can use in blueprints. need class hold player information name , path picture. have made far doesn't compile or build without errors , don't know how fix since have never worked this

header file #pragma once  #include "object.h" #include <iostream> #include "playerclass.generated.h"  /**  *   */ uclass() class prototype2_api uplayerclass : public uobject {  generated_body() public:  uproperty(editanywhere, blueprintreadwrite, category = "switch variables");  string playername;  uproperty(editanywhere, blueprintreadwrite, category = "switch variables")  string playerteam;  uproperty(editanywhere, blueprintreadwrite, category = "switch variables")  string picpath;  uplayerclass(const fobjectinitializer& objectinitializer);  ufunction()  void importpic(string picpath);   }; 

.cpp file

#include "prototype2.h" #include "playerclass.h"  uplayerclass::uplayerclass(const fobjectinitializer& objectinitializer) : super(objectinitializer) {    playername = "";    playerteam = "";    picpath = ""; }  void uplayerclass::importpic_implementation(fstring picpath) {  } 

what found importpic function needs

ufunction(blueprintcallable, category = "import")  virtual void importpic(const fstring& path); 

and depending on if want class show blueprint variable or able made blueprint class change top heading

uclass(blueprinttype) // blueprint show variable uclass(bleuprintable) // blueprint able made blueprint class 

the code built , compiled:

header file

#pragma once  #include "object.h"  #include "playerclass.generated.h"  uclass(blueprinttype) class prototype2_api uplayerclass : public uobject {    generated_body() public: uproperty(editanywhere, blueprintreadwrite, category = "player variables") fstring playername; uproperty(editanywhere, blueprintreadwrite, category = "player variables") fstring playerteam; uproperty(editanywhere, blueprintreadwrite, category = "player variables") fstring picpath; uplayerclass(const fobjectinitializer& objectinitializer); ufunction(blueprintcallable, category = "import") virtual void importpic(const fstring& path);   }; 

.cpp -

#include "prototype2.h" #include "playerclass.h"  uplayerclass::uplayerclass(const fobjectinitializer& objectinitializer) : super(objectinitializer) {    playername = "";    playerteam = "";    picpath = ""; }  void uplayerclass::importpic(const fstring& path) {  } 

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