I created new basic code project called ‘Test’ in editor.
After that I use editor to add new class TestCharacter and use Character as an parent class.
After that I use editor to add new class TestBot using TestCharacter as an parent class.
I compile and get:
‘ATestCharacter’ : base class undefined
I have closed editor everytime when compiling so that cannot be a problem. It could be that I’m a bit rusty with c++ so I may be missing something that should be added after those classes are generated from editor. I was generally trying to follow ShooterGame and how things are done there ShooterBot uses ShooterCharacter as an base class so I thought that would be way to start implementing AI so that l could create my own artificial intelligence blueprints.
TestCharacter.h
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "GameFramework/Character.h"
#include "TestCharacter.generated.h"
/**
*
*/
UCLASS()
class ATestCharacter : public ACharacter
{
GENERATED_UCLASS_BODY()
};
TestBot.h
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#pragma once
#include "TestBot.generated.h"
/**
*
*/
UCLASS()
class ATestBot : public ATestCharacter
{
GENERATED_UCLASS_BODY()
};
I’ll include ShooterBot header from ShooterGame example also I hope this is not too long message
ShooterBot.h
// Copyright 1998-2014 Epic Games, Inc. All Rights Reserved.
#include "ShooterBot.generated.h"
UCLASS()
class AShooterBot : public AShooterCharacter
{
GENERATED_UCLASS_BODY()
UPROPERTY(EditAnywhere, Category=Behavior)
class UBehaviorTree* BotBehavior;
virtual bool IsFirstPerson() const OVERRIDE;
virtual void FaceRotation(FRotator NewRotation, float DeltaTime = 0.f) OVERRIDE;
};