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TSubObjectPtr not working

Hi, I know this is probable a stupid question but I'm new to programming, and I'm working out a book, Learning C++ by Creating Games with UE4. I'm pretty sure I have entered all the code correctly, but it won't work. My code looks like this:

 #pragma once
 #include "GameFramework/Character.h"
 #include "NPC.generated.h"
 class BASICCPP_API ANPC : public ACharacter
     UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Collision)
     TSubobjectPtr<class USphereComponent> ProxSphere;
     UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = NPCMessage)
         FString NpcMessage;
     // Sets default values for this character's properties
     // Called when the game starts or when spawned
     virtual void BeginPlay() override;
     // Called every frame
     virtual void Tick(float DeltaSeconds) override;
     // Called to bind functionality to input
     virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) override;

Any help would be much appreciated! Thanks!

Product Version: UE 4.12
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asked Jan 07 '18 at 03:37 PM in C++ Programming

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Tate Hertel
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avatar image Impulse21 Jan 07 '18 at 06:17 PM

Are you able to provide the error message?

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hi im fairly new to unreal. but i think i read that TSubObjectPtr are depricated and that u should jsut use raw pointers like AActor* and stuff.

I am not sure what u try to accomplish, but maybe u need something like that. UPROPERTY(EditDefaultsOnly, Category=Damage) TSubclassOf DamageType;

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answered Jan 07 '18 at 06:19 PM

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Hey there, if you are trying to create a sphere component that will belong to your object then you should just do:

 UPROPERTY(VisibleDefaultsOnly, BlueprintReadOnly, Category = "Test")
 USphereComponent * Collision;
 .cpp on the constructor
 Collision = CreateDefaultSubobject<USphereComponent>("Collision");
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answered Jan 08 '18 at 10:31 AM

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