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generatedbody Error

Hey Guys Can You Help Me, I am having a problem with C++ Coding (Generated body) Code : // Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.

 #pragma once
 
 #include "CoreMinimal.h"
 #include "GameFramework/Actor.h"
 #include "PatlamaEfektiProjectile.generated.h"
 
 class UParticalSystem;
 
 UCLASS(config=Game)
 class APatlamaEfektiProjectile : public AActor
 {
     GENERATED_BODY()
 
     /** Sphere collision component */
     UPROPERTY(VisibleDefaultsOnly, Category=Projectile)
     class USphereComponent* CollisionComp;
 
     /** Projectile movement component */
     UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = Movement, meta = (AllowPrivateAccess = "true"))
     class UProjectileMovementComponent* ProjectileMovement;
 
     UPROPERTY(EditDefaultsOnly, Category = "FX")
     UParticalSystem* ExplosionEffect;
 
 public:
     APatlamaEfektiProjectile();
 
     /** called when projectile hits something */
     UFUNCTION()
     void OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit);
 
     /** Returns CollisionComp subobject **/
     FORCEINLINE class USphereComponent* GetCollisionComp() const { return CollisionComp; }
     /** Returns ProjectileMovement subobject **/
     FORCEINLINE class UProjectileMovementComponent* GetProjectileMovement() const { return ProjectileMovement; }
 };




Other Code (I having Problem With Spawn Emitter):

 // Copyright 1998-2018 Epic Games, Inc. All Rights Reserved.
 
 #include "PatlamaEfektiProjectile.h"
 #include "GameFramework/ProjectileMovementComponent.h"
 #include "Components/SphereComponent.h"
 #include "Kismet/GameplayStatics.h"
 
 APatlamaEfektiProjectile::APatlamaEfektiProjectile() 
 {
     // Use a sphere as a simple collision representation
     CollisionComp = CreateDefaultSubobject<USphereComponent>(TEXT("SphereComp"));
     CollisionComp->InitSphereRadius(5.0f);
     CollisionComp->BodyInstance.SetCollisionProfileName("Projectile");
     CollisionComp->OnComponentHit.AddDynamic(this, &APatlamaEfektiProjectile::OnHit);        // set up a notification for when this component hits something blocking
 
     // Players can't walk on it
     CollisionComp->SetWalkableSlopeOverride(FWalkableSlopeOverride(WalkableSlope_Unwalkable, 0.f));
     CollisionComp->CanCharacterStepUpOn = ECB_No;
 
     // Set as root component
     RootComponent = CollisionComp;
 
     // Use a ProjectileMovementComponent to govern this projectile's movement
     ProjectileMovement = CreateDefaultSubobject<UProjectileMovementComponent>(TEXT("ProjectileComp"));
     ProjectileMovement->UpdatedComponent = CollisionComp;
     ProjectileMovement->InitialSpeed = 3000.f;
     ProjectileMovement->MaxSpeed = 3000.f;
     ProjectileMovement->bRotationFollowsVelocity = true;
     ProjectileMovement->bShouldBounce = true;
 
     // Die after 3 seconds by default
     InitialLifeSpan = 3.0f;
 }
 
 void APatlamaEfektiProjectile::OnHit(UPrimitiveComponent* HitComp, AActor* OtherActor, UPrimitiveComponent* OtherComp, FVector NormalImpulse, const FHitResult& Hit)
 {
     // Only add impulse and destroy projectile if we hit a physics
     if ((OtherActor != NULL) && (OtherActor != this) && (OtherComp != NULL) && OtherComp->IsSimulatingPhysics())
     {
         OtherComp->AddImpulseAtLocation(GetVelocity() * 100.0f, GetActorLocation());
 
         Destroy();
     }
     UGameplayStatics::SpawnEmitterAtLocation(GetWorld(), ExplosionEffect, GetActorLocation());
 }
 

Product Version: UE 4.19
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asked Sep 07 '18 at 08:52 AM in C++ Programming

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SonPortalYT
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