I've created new poject and added new c class, but after using SetupAttachment UE has an error. I've tryed to fix it and found a probem. For now i don't know, in what problem, i actualy know the place. UE5 window after building
Code:
Header:
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "GameFramework/Pawn.h"
#include "TankController.generated.h"
class USpringArmComponent;
class UCameraComponent;
UCLASS()
class TANKS_API ATankController : public APawn
{
GENERATED_BODY()
public:
// Sets default values for this pawn's properties
ATankController();
protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;
//DEFINTE COMPONENTS //
// Do a Hull of the Tank
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components")
UStaticMeshComponent* Hull;
// Wheels for the Tank
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components")
UStaticMeshComponent* Wheel1;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components")
UStaticMeshComponent* Wheel2;
//Tower of the Tank
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components")
UStaticMeshComponent* Turret;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components")
UStaticMeshComponent* Barrel;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components")
UStaticMeshComponent* RecoilSystem;
// Camera Components
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components")
USpringArmComponent* SpringArm;
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category="Components")
UCameraComponent* Camera;
public:
// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;
};
And cpp:
// Fill out your copyright notice in the Description page of Project Settings.
#include "TankController.h"
#include "GameFramework/SpringArmComponent.h"
// Sets default values
ATankController::ATankController()
{
// Set this pawn to call Tick() every frame. You can turn this off to improve performance if you don't need it.
PrimaryActorTick.bCanEverTick = false;
// Set Root Component to ours Hull
RootComponent = Hull;
// Attach Wheels to the Hull
// Here i have an error
SpringArm->SetupAttachment(Hull);
}
// Called when the game starts or when spawned
void ATankController::BeginPlay()
{
Super::BeginPlay();
}
// Called to bind functionality to input
void ATankController::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
}
How to fix this errror? Is it mine mistake, or UE bug?
CodePudding user response:
It’s your mistake. You’re never initializing SpringArm
, and even if it were set in your actor instance (or through a blueprint or subclass), it wouldn’t be available during the constructor (and would still crash when constructing the CDO).