For the current lecture, I was also able to make the code work with at least one other #include:
#include "Engine/LocalPlayer.h"
I’m going with what Mike says, to be consistent with all the other stuff we’re doing later down the line.
But this did get me thinking: I don’t really know what I’m including, and whether by using Engine/LocalPlayer instead of GameFramework/PlayerController, I might be storing up trouble for later.
So I guess have a general question. Given that there’s often numerous functions that do the same thing, in different #includes, is there a way to know in advance what we’re enabling and what we aren’t? Or is this something that just comes time and lots of use of Unreal?