I think I did everything they asked my to do but I got an error
Compiler:
Manual recompile triggered
---------- Creating patch ----------
Running D:\UE_5.0\Engine\Binaries\DotNET\UnrealBuildTool\UnrealBuildTool.exe -Target="Obstacle_AssultEditor Win64 Development -Project=""C:/Users/User/Documents/Unreal Projects/Obstacle_Assult/Obstacle_Assult.uproject""" -LiveCoding -LiveCodingModules="D:/UE_5.0/Engine/Intermediate/LiveCodingModules.txt" -LiveCodingManifest="D:/UE_5.0/Engine/Intermediate/LiveCoding.json" -WaitMutex -LiveCodingLimit=100
Log file: C:\Users\User\AppData\Local\UnrealBuildTool\Log.txt
Building Obstacle_AssultEditor...
Using Visual Studio 2022 14.34.31935 toolchain (C:\Program Files\Microsoft Visual Studio\2022\Community\VC\Tools\MSVC\14.34.31933) and Windows 10.0.22000.0 SDK (C:\Program Files (x86)\Windows Kits\10).
[Adaptive Build] Excluded from Obstacle_Assult unity file: MovingObject.cpp, MovingPlatform.cpp, MovinPlatform.cpp, Obstacle_Assult.cpp
Determining max actions to execute in parallel (6 physical cores, 6 logical cores)
Executing up to 6 processes, one per physical core
Requested 1.5 GB free memory per action, 1.27 GB available: limiting max parallel actions to 1
Building 2 actions with 1 process...
[1/2] Compile MovingPlatform.cpp
C:\Users\User\Documents\Unreal Projects\Obstacle_Assult\Source\Obstacle_Assult\MovingPlatform.h(32): error C2144: syntax error: 'float' should be preceded by ';'
[2/2] Compile MovingPlatform.gen.cpp
C:\Users\User\Documents\Unreal Projects\Obstacle_Assult\Source\Obstacle_Assult\MovingPlatform.h(32): error C2144: syntax error: 'float' should be preceded by ';'
Build failed.
MovingPlatform.h:
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include “CoreMinimal.h”
#include “GameFramework/Actor.h”
#include “MovingPlatform.generated.h”
UCLASS()
class OBSTACLE_ASSULT_API AMovingPlatform : public AActor
{
GENERATED_BODY()
public:
// Sets default values for this actor's properties AMovingPlatform();
protected:
// Called when the game starts or when spawned virtual void BeginPlay() override;
public:
// Called every frame virtual void Tick(float DeltaTime) override; UPROPERTY(EditAnywhere, Category="Moving Platform") FVector PlatformVelocity = FVector(100,0,0); UPROPERTY(VisibleAnywhere) float DistanceMoved = -1; FVector StartLocation;
};
MovingPlatform.cpp:
// Fill out your copyright notice in the Description page of Project Settings.#include “MovingPlatform.h”
// Sets default values
AMovingPlatform::AMovingPlatform()
{
// 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;
}
// Called when the game starts or when spawned
void AMovingPlatform::BeginPlay()
{
Super::BeginPlay(); StartLocation = GetActorLocation();
}
// Called every frame
void AMovingPlatform::Tick(float DeltaTime)
{
Super::Tick(DeltaTime); // Move platform fowards // Get current location FVector CurrentLocation = GetActorLocation(); // Add forward vector CurrentLocation = CurrentLocation + (PlatformVelocity * DeltaTime); // Set location SetActorLocation(CurrentLocation); // Send platform back if gone too far
// Check how far moved
DistanceMoved = FVector::Dist(StartLocation, CurrentLocation);
// Reverse direction if gone too far
}