#include “HomingMisleHit.h”
#include “BotCowHitBehaviour.h”
void ABOTRODS_V1Pawn::BeginPlay()
{
Super::BeginPlay();
//Custom runtime States
state.Add(new StateMachine(state.Num(),"BaseClass",0));
state.Add(new HomingMisleHit());
state.Add(new BotCowHitBehaviour());
}
I have this code running fine during the editor i can switch between my custom states during run time. I get Link LNK2019 error on making a build .
*UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: BOTRODS_V1Pawn.cpp.obj : error LNK2019: unresolved external symbol “public: __cdecl StateMachine::StateMachine(int,class FName,int)” (??0StateMachine@@QEAA@HVFName@@H@Z) referenced in function “public: virtual void __cdecl ABOTRODS_V1Pawn::BeginPlay(void)” (?BeginPlay@ABOTRODS_V1Pawn@@UEAAXXZ)
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: BOTRODS_V1Pawn.cpp.obj : error LNK2019: unresolved external symbol “public: __cdecl StateMachine::~StateMachine(void)” (??1StateMachine@@QEAA@XZ) referenced in function “public: virtual void __cdecl ABOTRODS_V1Pawn::BeginDestroy(void)” (?BeginDestroy@ABOTRODS_V1Pawn@@UEAAXXZ)
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: BOTRODS_V1Pawn.cpp.obj : error LNK2019: unresolved external symbol “public: __cdecl HomingMisleHit::HomingMisleHit(void)” (??0HomingMisleHit@@QEAA@XZ) referenced in function “public: virtual void __cdecl ABOTRODS_V1Pawn::BeginPlay(void)” (?BeginPlay@ABOTRODS_V1Pawn@@UEAAXXZ)
UATHelper: Packaging (Windows (64-bit)): UnrealBuildTool: BOTRODS_V1Pawn.cpp.obj : error LNK2019: unresolved external symbol “public: __cdecl BotCowHitBehaviour::BotCowHitBehaviour(void)” (??0BotCowHitBehaviour@@QEAA@XZ) referenced in function “public: virtual void __cdecl ABOTRODS_V1Pawn::BeginPlay(void)” (?BeginPlay@ABOTRODS_V1Pawn@@UEAAXXZ)*