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// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Character.h"
#include "ShooterCharacter.generated.h"
class AGun;
UCLASS()
class SIMPLESHOOTER_API AShooterCharacter : public ACharacter
{
GENERATED_BODY()
public:
// Sets default values for this character's properties
AShooterCharacter();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
public:
UFUNCTION(BlueprintPure)
bool IsDead() const;
UPROPERTY(EditAnywhere)
bool Shooting() override;
UFUNCTION(BlueprintPure)
float GetHealthPercent() const;
// Called every frame
virtual void Tick(float DeltaTime) override;
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
virtual float TakeDamage(float DamageAmount, struct FDamageEvent const &DamageEvent, class AController *EventInstigator, AActor *DamageCauser) override;
void Shoot();
private:
void MoveForward(float AxisValue);
void MoveRight(float AxisValue);
void LookRightRate(float AxisValue);
UPROPERTY(EditAnywhere)
float RotationRate = 10;
UPROPERTY(EditDefaultsOnly)
float MaxHealth = 100;
UPROPERTY(VisibleAnywhere)
float Health;
UPROPERTY(EditDefaultsOnly)
TSubclassOf<AGun> GunClass;
UPROPERTY()
AGun* Gun;
};