It says expression preceding parentheses of apparent call must have (pointer-to-) function type on line 81
// Fill out your copyright notice in the Description page of Project Settings.
#include "MyCharacter.h"
#include "Components/InputComponent.h"
#include "Atomic.h"
#include "Camera/CameraComponent.h"
#include "Components/CapsuleComponent.h"
#include "GameFramework/Character.h"
#include "components/SkeletalMeshComponent.h"
// Sets default values
AMyCharacter::AMyCharacter()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
}
// Called when the game starts or when spawned
void AMyCharacter::BeginPlay()
{
Super::BeginPlay();
}
// Called every frame
void AMyCharacter::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
// Called to bind functionality to input
void AMyCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
InputComponent->BindAxis("MoveForward", this, &AMyCharacter::MoveForward);
InputComponent->BindAxis("MoveRight", this, &AMyCharacter::MoveRight);
InputComponent->BindAxis("Turn", this, &AMyCharacter::AddControllerYawInput);
InputComponent->BindAxis("LookUp", this, &AMyCharacter::AddControllerPitchInput);
}
void AMyCharacter::MoveForward(float InInput)
{
FRotator rotation = GetControlRotation();
rotation.Pitch = 0;
FVector MovementDirection = FRotationMatrix(rotation).GetScaledAxis(EAxis::X);
AddMovementInput(MovementDirection, InInput);
}
void AMyCharacter::MoveRight(float InInput)
{
FRotator rotation = GetControlRotation();
rotation.Pitch = 0;
FVector MovementDirection = FRotationMatrix(rotation).GetScaledAxis(EAxis::Y);
AddMovementInput(MovementDirection, InInput);
}
AMyCharacter::AMyCharacter(const FObjectInitializer & ObjectInitializer)
: Super(ObjectInitializer)
{
FirstPersonCameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("FirstPersonCamera"));
{
if (FirstPersonCameraComponent)
FirstPersonCameraComponent->SetupAttachment(GetCapsuleComponent());
FirstPersonCameraComponent->bUsePawnControlRotation = true;
if (FirstPersonCameraComponent)
FirstPersonMesh = ObjectInitializer.CreateDefaultSubobject<USkeletalMeshComponent>(this, TEXT("FirstPersonMesh"));
FirstPersonMesh->SetOnlyOwnerSee(true);
FirstPersonMesh->SetupAttachment(FirstPersonCameraComponent());
FirstPersonMesh->bCastDynamicShadow = false;
FirstPersonMesh->CastShadow = false;
}
}