Unreal Engine Compiling Errors

I'm having trouble finding the problem compiling this in Unreal Engine 4 4.12. Can you tell me the problem of this?

MyActor.cpp

// Fill out your copyright notice in the Description page of Project Settings.

#include "UnrealTutorial.h"
#include "MyActor.h"


// Sets default values
AMyActor::AMyActor()
{
// 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;

tBox = CreateDefaultSubobject<UBoxComponent>(TEXT("Root"));
tBox->bGenerateOverlapEvents = true;
tBox->OnComponentBeginOverlap.AddDynamic(this, &AMyActor::TriggerEnter);
tBox->SetRelativeScale3D(BoxSize);
RootComponent =tBox;

MyMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MyMesh"));
MyMesh->AttachToComponent(RootComponent);

SpeedScale = 0.0f;
}

// Called when the game starts or when spawned
void AMyActor::BeginPlay()
{
Super::BeginPlay();

}

// Called every frame
void AMyActor::Tick( float DeltaTime )
{
Super::Tick( DeltaTime );

FVector NewLocation = GetActorLocation();
float DeltaHeight = (FMath::Sin(RunningTime + DeltaTime) - FMath::Sin(RunningTime));
NewLocation.Y += DeltaHeight * SpeedScale;
RunningTime += DeltaTime;
SetActorLocation(NewLocation);
}

void AMyActor::TriggerEnter(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
{
//when player is hit by the rock, teleport them back to start
OtherActor->SetActorLocation(PlayerStartingLocation);
}


MyActor.h

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "GameFramework/Actor.h"
#include "MyActor.generated.h"

UCLASS()
class UNREALTUTORIAL_API AMyActor : public AActor
{
GENERATED_BODY()

public:
// Sets default values for this actor's properties
AMyActor();

// Called when the game starts or when spawned
virtual void BeginPlay() override;

// Called every frame
virtual void Tick( float DeltaSeconds ) override;

UPROPERTY(EditAnywhere)
UShapeComponent* tBox;

UPROPERTY(EditAnywhere)
UStaticMeshComponent* MyMesh;

UPROPERTY(EditAnywhere)
float SpeedScale;

FVector PlayerStartingLocation = FVector(-1691.0f, -51.0f, 314.0f);

FVector BoxSize = FVector(1.5f, 1.5f, 1.5f);

float RunningTime;


UFUNCTION()
void TriggerEnter(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult & SweepResult);

UPROPERTY(EditAnywhere)
bool bMovesYAxis = true;





};


Last edited on
Topic archived. No new replies allowed.