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[C++] No Instance of function AddDynamic matches the argument list

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

 #include "MyProject.h"
 #include "MyActor.h"
 
 
 // Sets default values
 AMyActor::AMyActor()
 {
      // 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;
 
     MyMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MyMesh"));
     MyShape = CreateDefaultSubobject<UCapsuleComponent>(TEXT("MyShape"));
     MyShape->bGenerateOverlapEvents = true;
     MyShape->OnComponentBeginOverlap.AddDynamic(this, &AMyActor::OnEnter);
 }
 
 // Called when the game starts or when spawned
 void AMyActor::BeginPlay()
 {
     Super::BeginPlay();
     
 }
 
 // Called every frame
 void AMyActor::Tick( float DeltaTime )
 {
     Super::Tick( DeltaTime );
 
 }
 void AMyActor::OnEnter(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor)
 {
     printf("Was that sexual harrasment!");
 }
 
 
 

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

pragma once

include "GameFramework/Actor.h"

include "MyActor.generated.h"

UCLASS() class MYPROJECT_API AMyActor : public AActor { GENERATED_BODY()

public:
// Sets default values for this actor's properties AMyActor();

 AMyActor();

 // Called when the game starts or when spawned
 virtual void BeginPlay() override;
 
 // Called every frame
 virtual void Tick( float DeltaSeconds ) override;

 UPROPERTY(EditAnywhere)
 UStaticMeshComponent* MyMesh;

 UPROPERTY(EditAnywhere)
 UCapsuleComponent* MyShape;

 USceneComponent* newScene;

 UFUNCTION()
 void OnEnter(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor);
 

};

Product Version: UE 4.14
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asked Jan 01 '17 at 06:16 PM in C++ Programming

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AquaPlayzX
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1 answer: sort voted first

Try to bind the delegate in beginplay instead of the constructor, and by the way, printf(); may not print to the unreal console. try this: https://wiki.unrealengine.com/Logs,_Printing_Messages_To_Yourself_During_Runtime

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answered Jan 01 '17 at 07:29 PM

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CyberblastSoft
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