So i have a header with custom event structures. When compiling the compiler tosses compile errors on random variables it seems. I can fix this by changing the variable name minorly like adding a s or short handing the variable.
The compile error look like such:
Error 10 error C2039: 'OS_Greeting' : is not a member of 'FEvent_open_save' D:\Users\kevin\Documents\Unreal Projects\RPGSystem_Demo 4.2\Intermediate\Build\Win64\Inc\RPGSystem_Demo\RPGSystem_Demo.generated.cpp 2177 1 RPGSystem_Demo
Error 11 error C2661: 'UStrProperty::UStrProperty' : no overloaded function takes 3 arguments D:\Users\kevin\Documents\Unreal Projects\RPGSystem_Demo 4.2\Intermediate\Build\Win64\Inc\RPGSystem_Demo\RPGSystem_Demo.generated.cpp 2177 1 RPGSystem_Demo
The code line where this occurs look like this:
UProperty* NewProp_OS_Greeting = new(ReturnStruct, TEXT("OS_Greeting"), RF_Public|RF_Transient|RF_Native) UStrProperty(CPP_PROPERTY_BASE(OS_Greeting, FEvent_open_save), 0x0000000000000005);
The complete code section looks like this:
enter code here
UScriptStruct* Z_Construct_UScriptStruct_FEvent_open_save()
{
UPackage* Outer=Z_Construct_UPackage_RPGSystem_Demo();
static UScriptStruct* ReturnStruct = NULL;
if (!ReturnStruct)
{
ReturnStruct = new(Outer, TEXT("Event_open_save"), RF_Public|RF_Transient|RF_Native) UScriptStruct(FPostConstructInitializeProperties(), NULL, new UScriptStruct::TCppStructOps<FEvent_open_save>, EStructFlags(0x00000001));
UProperty* NewProp_OS_Greeting = new(ReturnStruct, TEXT("OS_Greeting"), RF_Public|RF_Transient|RF_Native) UStrProperty(CPP_PROPERTY_BASE(OS_Greeting, FEvent_open_save), 0x0000000000000005);
ReturnStruct->StaticLink();
#if WITH_METADATA
UMetaData* MetaData = ReturnStruct->GetOutermost()->GetMetaData();
MetaData->SetValue(ReturnStruct, TEXT("BlueprintType"), TEXT("true"));
MetaData->SetValue(ReturnStruct, TEXT("ModuleRelativePath"), TEXT("RPG_EVENT_STRUCTS.h"));
MetaData->SetValue(NewProp_OS_Greeting, TEXT("Category"), TEXT("EVENT PROCESSOR"));
MetaData->SetValue(NewProp_OS_Greeting, TEXT("ModuleRelativePath"), TEXT("RPG_EVENT_STRUCTS.h"));
#endif
}
return ReturnStruct;
}
I’m not sure what is causing this. But it might happen when you pass a certain amount of struc defines in a header.
My header looks like this:
#pragma once
#include "Object.h"
#include <memory>
#include "RPG_EVENT_STRUCTS.generated.h"
UENUM(BlueprintType) //"BlueprintType" is essential specifier
namespace EventProcTypes
{
enum EventProcType{
EVT_BEGIN_NODE = 0,
EVT_CHANGE_PARTY,
EVT_PLAY_MUSIC,
EVT_MOVE_ACTOR,
EVT_ADD_REMOVE_ACTOR,
EVT_CHANGE_MONEY,
EVT_CHANGE_INVENTORY,
EVT_CHANGE_EXPERIENCE,
EVT_CHANGE_PARAMS,
EVT_MOVE_CAMERA,
EVT_play_visual_fx,
EVT_addremove_object,
EVT_play_actor_animation,
EVT_stop_actor_animation,
EVT_zone_to_map,
EVT_teleport_to_location,
EVT_open_store,
EVT_open_inn,
EVT_open_save,
EVT_enable_disable_event,
EVT_change_time,
EVT_change_enviorment,
EVT_start_battle,
EVT_play_movie,
EVT_add_choice,
EVT_start_dialog,
EVT_GameOver,
EVT_Play_CS,
EVT_START_BATTLE_ABS,
};
}
USTRUCT(BlueprintType)
struct FEventListObject {
GENERATED_USTRUCT_BODY()
int32 EventType;
void* EventObject;
};
USTRUCT(BlueprintType)
struct FEvent_CHANGE_PARTY
{
GENERATED_USTRUCT_BODY()
UPROPERTY(BlueprintReadOnly, Category = "CHANGE PARTY")
bool CP_AddPlayer;
UPROPERTY(BlueprintReadOnly, Category = "CHANGE PARTY")
int32 CP_PlayerID;
UPROPERTY(BlueprintReadOnly, Category = "CHANGE PARTY")
bool CP_ShowMessage;
};
USTRUCT(BlueprintType)
struct FEvent_PLAY_MUSIC{
GENERATED_USTRUCT_BODY()
UPROPERTY(BlueprintReadOnly, Category = "PLAY MUSIC")
FString PM_SoundPath;
UPROPERTY(BlueprintReadOnly, Category = "PLAY MUSIC")
int32 PM_SoundType;
UPROPERTY(BlueprintReadOnly, Category = "PLAY MUSIC")
bool PM_SoundLooping;
};
USTRUCT(BlueprintType)
struct FEvent_MOVE_ACTORS{
GENERATED_USTRUCT_BODY()
UPROPERTY(BlueprintReadOnly, Category = "MOVE ACTORS")
FString MA_ActorName;
UPROPERTY(BlueprintReadOnly, Category = "MOVE ACTORS")
int32 MA_MoveType; // Direction =0 Scale = 1 Rotation = 2 Path = 3
// Direction
UPROPERTY(BlueprintReadOnly, Category = "MOVE ACTORS")
int32 MA_ActorDirection; // In Degrees 0,45,90,135,180,225,270,315
UPROPERTY(BlueprintReadOnly, Category = "MOVE ACTORS")
int32 MA_NumberOfSteps;
//scale
UPROPERTY(BlueprintReadOnly, Category = "MOVE ACTORS")
float MA_ScaleX;
UPROPERTY(BlueprintReadOnly, Category = "MOVE ACTORS")
float MA_ScaleY;
UPROPERTY(BlueprintReadOnly, Category = "MOVE ACTORS")
float MA_ScaleZ;
UPROPERTY(BlueprintReadOnly, Category = "MOVE ACTORS")
float MA_AnimateScale;
//Rotation
UPROPERTY(BlueprintReadOnly, Category = "MOVE ACTORS")
float MA_RotationX;
UPROPERTY(BlueprintReadOnly, Category = "MOVE ACTORS")
float MA_RotationY;
UPROPERTY(BlueprintReadOnly, Category = "MOVE ACTORS")
float MA_RotationZ;
UPROPERTY(BlueprintReadOnly, Category = "MOVE ACTORS")
float MA_AnimateRotation;
//Follow Path
UPROPERTY(BlueprintReadOnly, Category = "MOVE ACTORS")
FString MA_PathName;
UPROPERTY(BlueprintReadOnly, Category = "MOVE ACTORS")
int32 MA_PathLoopingType; // None = 0 Back and Forward = 1 Cycle = 2 Random = 3
//General
UPROPERTY(BlueprintReadOnly, Category = "MOVE ACTORS")
bool MA_WaitForComplete;
};
USTRUCT(BlueprintType)
struct FEvent_ADD_REMOVE_ACTOR{
GENERATED_USTRUCT_BODY()
UPROPERTY(BlueprintReadOnly, Category = "ADD REMOVE ACTOR")
FString ARA_ActorName;
UPROPERTY(BlueprintReadOnly, Category = "ADD REMOVE ACTOR")
bool ARA_IsAdd;
UPROPERTY(BlueprintReadOnly, Category = "ADD REMOVE ACTOR")
FString ARA_PathName;
UPROPERTY(BlueprintReadOnly, Category = "ADD REMOVE ACTOR")
FVector ARA_Transform;
UPROPERTY(BlueprintReadOnly, Category = "ADD REMOVE ACTOR")
float ARA_ScaleX;
UPROPERTY(BlueprintReadOnly, Category = "ADD REMOVE ACTOR")
float ARA_ScaleY;
UPROPERTY(BlueprintReadOnly, Category = "ADD REMOVE ACTOR")
float ARA_ScaleZ;
};
USTRUCT(BlueprintType)
struct FEvent_CHANGE_MONEY{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
bool CM_IsAdd;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 CM_Amount;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
bool CM_ShowMessage;
};
USTRUCT(BlueprintType)
struct FEvent_CHANGE_INVENTORY{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
bool CI_IsAdd;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 CI_ItemID;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
bool CI_ShowMessage;
};
USTRUCT()
struct FEvent_CHANGE_EXPERIENCE{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
bool CE_IsAdd;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 CE_ShareType; // All Members -1 : All Active Party Members -2 PartyID > 0>
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 CE_Amount;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
bool CE_ShowMessage;
};
USTRUCT()
struct FEvent_CHANGE_PARAMS{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
bool CP_IsAdd;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 CP_ShareType; // All Members -1 : All Active Party Members -2 PartyID > 0>
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 CP_Level;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 CP_ATK;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 CP_DEF;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 CP_MATK;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 CP_MDEF;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 CP_VIT;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 CP_MAG;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 CP_EVA;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 CP_ACC;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
bool CP_ShowMessage;
};
USTRUCT(BlueprintType)
struct FEvent_MOVE_CAMERA{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 MC_ActorTarget;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 MC_ManualTarget;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 MC_MovementType;
//Move
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 MC_MoveDirection;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 MC_Units;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 MC_OrbitAngle;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 MC_Distance;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 MC_HeightAngle;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
FString MC_FollowPath;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
bool MC_WaitForCompletion;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
bool MC_AnimateChange;
};
USTRUCT(BlueprintType)
struct FEvent_play_visual_fx{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
FString PFX_Name;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 PFX_Duration;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
bool PFX_Sound;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 SFX_Duration;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
FVector SFX_position;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
bool PFX_WaitForComplete;
};
USTRUCT(BlueprintType)
struct FEvent_addremove_object{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
bool ARO_IsAdd;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
FString ARO_ObjectPath;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
FString ARO_Name;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
FVector ARO_Transform;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 ARO_Size;
};
USTRUCT(BlueprintType)
struct FEvent_play_actor_animation{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
FString PAA_AnimationName;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
FString PAA_Name;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 PAA_Loops;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 PAA_Duration;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
bool PAA_WaitForComplete;
};
USTRUCT(BlueprintType)
struct FEvent_stop_actor_animation{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
FString SAA_BaseAnimation;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
FString SAA_Name;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
bool SAA_WaitForComplete;
};
USTRUCT(BlueprintType)
struct FEvent_zone_to_map{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
FString ZM_Name;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
FString ZM_Location;
};
USTRUCT(BlueprintType)
struct FEvent_teleport_to_location{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
FVector TTL_Location;
};
USTRUCT(BlueprintType)
struct FEvent_open_store{
GENERATED_USTRUCT_BODY()
UPROPERTY(BlueprintReadOnly, Category = "OPEN STORE")
int32 OS_Type;
UPROPERTY(BlueprintReadOnly, Category = "OPEN STORE")
FString OS_Greeting;
UPROPERTY(BlueprintReadOnly, Category = "OPEN STORE")
int32 OS_Low_LVL_Filter;
UPROPERTY(BlueprintReadOnly, Category = "OPEN STORE")
int32 OS_High_LVL_Filter;
UPROPERTY(BlueprintReadOnly, Category = "OPEN STORE")
int32 OS_Low_Cost_Filter;
UPROPERTY(BlueprintReadOnly, Category = "OPEN STORE")
int32 OS_High_Cost_Filter;
UPROPERTY(BlueprintReadOnly, Category = "OPEN STORE")
FString OS_Item_List;
};
USTRUCT(BlueprintType)
struct FEvent_open_inn{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
FString OI_Greeting;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 OI_InnCost;
};
USTRUCT(BlueprintType)
struct FEvent_open_save{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
FString OS_greeting;
};
USTRUCT(BlueprintType)
struct FEvent_enable_disable_event{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
bool EDE_State;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 EDE_ID;
};
USTRUCT(BlueprintType)
struct FEvent_change_time{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 CT_Time;
};
USTRUCT(BlueprintType)
struct FEvent_change_enviorment{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 CE_Type;
};
USTRUCT(BlueprintType)
struct FEvent_start_battle{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 SB_Monster_Group_ID;
};
USTRUCT(BlueprintType)
struct FEvent_play_movie{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
FString PM_MoviePath;
};
USTRUCT(BlueprintType)
struct FEvent_add_choice{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
FString AC_Dialog;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 AC_ChoiceCount;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
FString AC_ChoiceList;
};
USTRUCT(BlueprintType)
struct FEvent_GameOver{
GENERATED_USTRUCT_BODY()
};
USTRUCT(BlueprintType)
struct FEvent_start_dialog{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
FString SD_ImageLocation;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
FString SD_ImagePath;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
bool SD_GreyedBackGround;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
FString SD_SoundFX;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 SD_SoundDuration;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
bool SD_WaitForInput;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
bool SD_AutoContinue;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 SD_BackgroundTransitionType;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
FString SD_BackgroundImage;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
FString SD_DialogueImage;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
FString SD_SpeakerName;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
FString SD_DialogueMessage;
};
USTRUCT(BlueprintType)
struct FEvent_PlayCS{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
FString CS_SequencePath;
};
USTRUCT(BlueprintType)
//NEW BATTLE EVENT - Start
struct FEvent_START_BATTLE_ABS{
GENERATED_USTRUCT_BODY()
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
FString ABS_Name;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 ABS_MinSpawn;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 ABS_MaxSpawn;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
FVector ABS_Location;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
int32 ABS_Radius;
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "EVENT PROCESSOR")
FString ABS_MonsterList;
};
#define MAX_EVENT_STRING_SIZE 1024