VisualSitudo Code failures

Hello everyone.I have bought Unreal Engine 5 C++ Developer: Learn C++ & Make Video Games Course I had a failure in C++ yesterday.I am in the CryptRaider game.While I was in the 81 th lecture,I had these failures which are in the images .How can I solve these problems?

Did you do Tools > Refresh VS Code Project within Unreal?

I did.The problem is that I cant save the changes of visual stiduo code.For example,I made a actor component from C++ but when I open the file of UnrealEngine5,the all changes has gone.I have learnt Control Shift B to save the changes,but in this game it doesnt work.

And also the component which I created doesnt appear in the part of Add

And the failures of visual stiduo code are these

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

#pragma once

#include "CoreMinimal.h"
#include "Components/ActorComponent.h"
#include "Mower.generated.h"


UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class UMower : public UActorComponent
{
	GENERATED_BODY()

public:	
	// Sets default values for this component's properties
	UMower();

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

public:	
	// Called every frame
	virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;

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


#include "Mower.h"

// Sets default values for this component's properties
UMower::UMower()
{
	// Set this component to be initialized when the game starts, and to be ticked every frame.  You can turn these features
	// off to improve performance if you don't need them.
	PrimaryComponentTick.bCanEverTick = true;

	// ...
}


// Called when the game starts
void UMower::BeginPlay()
{
	Super::BeginPlay();

	// ...
	
}


// Called every frame
void UMower::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
	Super::TickComponent(DeltaTime, TickType, ThisTickFunction);

	AActor* Owner = GetOwner();
	FString Name = Owner->GetActorNameOrLabel();
	FVector OwnerLocation = Owner->GetActorLocation();
	FString OwnerLocationString = OwnerLocation.ToCompactString();

	UE_LOG(LogTemp, Display, TEXT("Mover Owner Address: %u"), Owner);
	UE_LOG(LogTemp, Display, TEXT("Mover Owner: %s with location %s"), *Name, *OwnerLocationString);

}

`

Have you seen the Live Coding Issues lecture? You need to build with Unreal closed before you re-open it.

And the failures of visual stiduo code are these

If it compiles but IntelliSense shows errors then doing Tools > Refresh VS Code project from within Unreal should fix that.

I have tried but it didnt work.

Could you show what task you’re using?

I am using CryptRaider Win64 Development Build.Actually I cant save the c++ components when I close the UnrealEngine5 .For Example when I open the U5, I must add the component of Mover again Mister



Ekran görüntüsü 2024-02-16 150259

That would be the wrong task, that builds a standalone .exe.

You need to use CryptRaiderEditor Win64 Development Build which builds a .dll that the Unreal Editor loads

1 Like

Thank you so much mister.I am glad to buy this course which has expert people.It has solved.Thanks a lot.

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