I try to implement the pawn navigation to the player in my game. When I tried that in BP site, it worked perfectly, but I try to transform that in C++ code. And I got a kind of wird error. Befor this I faced another error but I find the NavigationSystem was changed a bit in my ue version, but I figured out problem by changing to UNavigationSystemV1. It might be interfering with my class?
NavPath pointer it gave me the error.
Here is the error list:
> Error (active) E0393 pointer to incomplete class type is not allowed 37
> Error (active) E0393 pointer to incomplete class type is not allowed 40
> Error C2027 use of undefined type 'UNavigationPath'37
> Error C2027 use of undefined type 'UNavigationPath' 40
Here is the part of problematic code:
FVector ASTrackerBot::GetNextPathPoint()
{
ACharacter* PlayerPawn = UGameplayStatics::GetPlayerCharacter(this, 0);
UNavigationPath* NavPath = UNavigationSystemV1::FindPathToActorSynchronously(this,
GetActorLocation(), PlayerPawn);
if (NavPath->PathPoints.Num() > 1)
{
return NavPath->PathPoints[1];
}
return GetActorLocation();
}
Here is my entire private cpp file:
#include "AI/STrackerBot.h"
#include "Components/StaticMeshComponent.h"
#include "GameFramework/Character.h"
#include "Kismet/GameplayStatics.h"
#include "Runtime\NavigationSystem\Public\NavigationSystem.h"
#include "Runtime/Engine/Classes/Components/InputComponent.h"
// Sets default values
ASTrackerBot::ASTrackerBot()
{
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = true;
MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("MeshComp"));
MeshComp->SetCanEverAffectNavigation(false);
RootComponent = MeshComp;
}
// Called when the game starts or when spawned
void ASTrackerBot::BeginPlay()
{
Super::BeginPlay();
}
FVector ASTrackerBot::GetNextPathPoint()
{
// parcurgere drum pana la locatia playerului
ACharacter* PlayerPawn = UGameplayStatics::GetPlayerCharacter(this, 0);
UNavigationPath* NavPath = UNavigationSystemV1::FindPathToActorSynchronously(this, GetActorLocation(), PlayerPawn);
if (NavPath->PathPoints.Num() > 1)
{
// Return next point in the path
return NavPath->PathPoints[1];
}
// nu a reusti sa gaseasca drumul
return GetActorLocation();
}
// Called every frame
void ASTrackerBot::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);
}
And here is my header file:
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "STrackerBot.generated.h"
UCLASS()
class GAME_API ASTrackerBot : public APawn
{
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
ASTrackerBot();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
UPROPERTY(VisibleAnywhere, Category = "Components")
UStaticMeshComponent* MeshComp;
FVector GetNextPathPoint();
public:
// Called every frame
virtual void Tick(float DeltaTime) override;
};
You may also need to add the NavigationSystem
module to your Project.Build.cs file in the PublicDependencyModuleNames
array.