Error: Unexpected end of Global scope in 'Class' block

i’ve never encountered this error before, and i don’t know what it means, i’ve seen a different post about this on the community but it’s solution doesn’t really help my case.

Error: Unexpected end of Global scope in 'Class' block

i’m going to provide both my Cpp and .h file that this is associated to.

Gun.h

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

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "Gun.generated.h"

UCLASS()
class SIMPLESHOOTER_API AGun : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	AGun();

	void PullTrigger();

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

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;

private:
	UPROPERTY(VisibleAnywhere)
	USceneComponent* Root;

	UPROPERTY(VisibleAnywhere)	
	USkeletalMeshComponent* Mesh;

	UPROPERTY(EditAnywhere)
	UParticleSystem *MuzzleFlash;

	UPROPERTY(EditAnywhere)
	UParticleSystem *ImpactEffect;

	UPROPERTY(EditAnywhere)
	float MaxRange = 100000000;

	UPROPERTY(EditAnywhere)
	float Damage = 10
};

Gun.cpp

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


#include "Gun.h"
#include "Components/SkeletalMeshComponent.h"
#include "Kismet/GameplayStatics.h"
#include "DrawDebugHelpers.h"

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

	Root = CreateDefaultSubobject<USceneComponent>(TEXT("Root"));
	SetRootComponent(Root);
	
	Mesh = CreateDefaultSubobject<USkeletalMeshComponent>(TEXT("Mesh"));
	Mesh->SetupAttachment(Root);
}

void AGun::PullTrigger()
{
	UGameplayStatics::SpawnEmitterAttached(MuzzleFlash, Mesh, TEXT("MuzzleFlashSocket"));

	APawn* OwnerPawn = Cast<APawn>(GetOwner());
	if (OwnerPawn == nullptr) return;
	AController* OwnerController = OwnerPawn->GetController();
	if (OwnerController == nullptr) return;

	FVector Location;
	FRotator Rotation;
	OwnerController->GetPlayerViewPoint(Location, Rotation);
	
	FVector End = Location + Rotation.Vector() * MaxRange;
	// TODO: LineTracing
	FHitResult Hit;
	bool bSuccess = GetWorld()->LineTraceSingleByChannel(Hit, Location, End, ECollisionChannel::ECC_GameTraceChannel1);
	if (bSuccess)
	{
		FVector ShotDirection = -Rotation.Vector();
		UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ImpactEffect, Hit.Location, ShotDirection.Rotation());

		AActor* HitActor = Hit.GetActor();
		if (HitActor != nullptr)
		{
			FPointDamageEvent DamageEvent(Damage, Hit, ShotDirection, nullptr);
			HitActor->TakeDamage(Damage, DamageEvent, OwnerController, this);
		}
	}
};

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

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

}

adding semicolons at the end of the blocks doesn’t fix the error

You are missing a semi-colon

well that solved my issue, thank you very much

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