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Adding Widged to ACharacter C++

Hey all, I want to add a widged over my AI Character, but there are some some problems, when i try to compile the code:

 Error E:\UE4\CProject01\Source\CProject01\The_Character.cpp(47) : error C2665: "CreateWidget": Durch keine der 3 ?berladungen konnten alle Argumenttypen konvertiert werden.
 Info C:\Program Files (x86)\Epic Games\4.12\Engine\Source\Runtime\UMG\Public\Blueprint/UserWidget.h(1083): note: kann "T *CreateWidget<UUserWidget>(UGameInstance *,UClass *)" sein
 Info         with
 Info         [
 Info             T=UUserWidget
 Info         ]
 Info C:\Program Files (x86)\Epic Games\4.12\Engine\Source\Runtime\UMG\Public\Blueprint/UserWidget.h(1039): note: oder "T *CreateWidget<UUserWidget>(APlayerController *,UClass *)"
 Info         with
 Info         [
 Info             T=UUserWidget
 Info         ]
 Info C:\Program Files (x86)\Epic Games\4.12\Engine\Source\Runtime\UMG\Public\Blueprint/UserWidget.h(1004): note: oder "T *CreateWidget<UUserWidget>(UWorld *,UClass *)"
 Info         with
 Info         [
 Info             T=UUserWidget
 Info         ]
 Error E:\UE4\CProject01\Source\CProject01\The_Character.cpp(*) : note: bei Anpassung der Argumentliste "(AEye_Character *const , TSubclassOf<UUserWidget>)"

This is my code in The_Character.h file:

 #pragma once
 
 #include "GameFramework/Character.h"
 #include "The_Character.generated.h"
 
 UCLASS()
 class CPROJECT01_API The_Character : public ACharacter
 {
     GENERATED_BODY()
 
 public:
     // Sets default values for this character's properties
     The_Character();
 
 virtual void BeginPlay() override;
 
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyWidget")
     TSubclassOf<class UUserWidget> WidgetClass;
 
     // Variable to hold the widget After Creating it.
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "MyWidget")
     class UUserWidget* MyWidget;
 };

And here is the The_Character.cpp file:

 #include "CProject01.h"
 #include "The_Character.h"
 #include "Blueprint/UserWidget.h"

 void The_Character::BeginPlay()
 {
     Super::BeginPlay();
 
     if (WidgetClass) // Check if the Asset is assigned in the blueprint.
     {
         if (!MyWidget)
         {
             MyWidget = CreateWidget<UUserWidget>(this, WidgetClass); // Create Widget
             if (!MyWidget)
                 return;
             MyWidget->AddToViewport(); // Add it to the viewport so the Construct() method in the UUserWidget:: is run.
         }
     }
 }

As you can see the problem is the CreateWidget Function. Any ideas? PS.: Sorry that the error code is in german, but i dont know how to change this either.

Product Version: UE 4.12
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asked Jul 14 '16 at 04:52 PM in C++ Programming

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SPP3000
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1 answer: sort voted first

For you language issue, please google it and find this link HERE. I don't understand why people still don't get it.

For your compilation issue, I guess that one of your arguments is wrong ("can't convert from TYPE1 to TYPE2"). Take a look at UserWidget.h which contains the functions code you are using. You can find it in C:\Program Files (x86)\Epic Games\YOUR_VERSION\Engine\Source\Runtime\UMG\Public\Blueprint\UserWidget.h

Good luck !

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answered Jul 15 '16 at 08:35 AM

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NymKappa
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