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Error 2664 cannot convert argument 2 from

I know that this error occurs when unreal can't convert from one variable type to another. I also know that my current data type is void, but what am I supposed to convert this void to?

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

 #include "Test2.h"
 #include "XD.h"
 
 // Sets default values
 AXD::AXD()
 {
      // 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;
 
     newMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Static Mesh"));
     newBox = CreateDefaultSubobject<UBoxComponent>(TEXT("Collision Box"));
     newBox->OnComponentBeginOverlap.AddDynamic(this, &AXD::onCollide);
 }
 
 // Called when the game starts or when spawned
 void AXD::BeginPlay()
 {
     Super::BeginPlay();
     
 }
 
 // Called every frame
 void AXD::Tick(float DeltaTime)
 {
     Super::Tick(DeltaTime);
 
 }
 

XD.h:

 // Fill out your copyright notice in the Description page of Project Settings.
 
 #pragma once
 
 #include "GameFramework/Actor.h"
 #include "XD.generated.h"
 
 #define DECLARE_DYNAMIC_MULTICAST_DELEGATE(a);
 #define DECLARE_DYNAMIC_MULTICAST_DELEGATE(b);
 #define DECLARE_DYNAMIC_MULTICAST_DELEGATE(c);
 
 UCLASS()
 class TEST2_API AXD : public AActor
 {
     GENERATED_BODY()
     
 public:    
     // Sets default values for this actor's properties
     AXD();
 
 protected:
     // Called when the game starts or when spawned
     virtual void BeginPlay() override;
     UFUNCTION()
     void onCollide(UPrimitiveComponent* a, class AActor* b, class UPrimitiveComponent* c)
     {
         Destroy();
     }
 
 public:    
     // Called every frame
     virtual void Tick(float DeltaTime) override;
     UPROPERTY(EditAnywhere)
     UStaticMeshComponent* newMesh;
 
     UPROPERTY(EditAnywhere)
     UBoxComponent* newBox;
     
 };
 

Product Version: UE 4.15
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asked Apr 03 '17 at 02:42 AM in C++ Programming

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AquaPlayzX
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Your problem is that you are trying to assign a newly defined delegate to an already defined one, one that is expecting different parameters than your newly defined delegate. In order to assign a delegate to your componentbeginoverlap, you should be using a function that has the following parameters;

 onCollide(class UPrimitiveComponent* OverlappedComponent, class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult & SweepResult);

You don't need a redefinition. Just use the one that already exists.

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answered Apr 03 '17 at 03:31 AM

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cridia
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