I am currently working through the Toon Tanks project, and am at the “Constructing the Capsule” lesson. I have built the BasePawn, Relaunched, Refreshed the VSCode Project in Unreal, and am not using Live Coding as that has caused issues in previous lectures. When I drag the BasePawn Class from the Content Browser to the Map, following the video, the BasePawn instance does not have a Capsule Component attached (see included screenshot).
Here is the BasePawn.h:
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "BasePawn.generated.h"
UCLASS()
class TOONTANKS_API ABasePawn : public APawn
{
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
ABasePawn();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
private:
UPROPERTY()
// Using Forward Declaration, I don't need to include the required header file at the top to use the UCapsuleComponent.
// I will only need to include the header file in BasePawn.cpp.
// Only Include Header Files where needed!
class UCapsuleComponent* CapsuleComp;
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
};
Here is the BasePawn.cpp:
// Fill out your copyright notice in the Description page of Project Settings.
#include "BasePawn.h"
#include "Components/CapsuleComponent.h"
// Sets default values
ABasePawn::ABasePawn()
{
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
CapsuleComp = CreateDefaultSubobject<UCapsuleComponent>(TEXT("Capsule Collider"));
RootComponent = CapsuleComp;
}
// Called when the game starts or when spawned
void ABasePawn::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void ABasePawn::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void ABasePawn::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}