Closed lotsofbugs closed 5 years ago
These are the classes with erros:
UINavInputBox.h `// Fill out your copyright notice in the Description page of Project Settings.
/**
protected:
TArray<FKey> Keys;
TArray<bool> bUsingKeyImage = { false, false, false };
bool ShouldRegisterKey(FKey NewKey, int Index) const;
bool UpdateKeyIconForKey(int Index);
FText GetKeyName(int Index);
void CheckKeyIcon(int Index);
public:
virtual void NativeConstruct() override;
void BuildKeyMappings();
void ResetKeyMappings();
void UpdateActionKey(FInputActionKeyMapping NewAction, int Index);
void RevertToActionText(int Index);
void NotifySelected(int Index);
bool ContainsKey(FKey CompareKey) const;
UPROPERTY(EditDefaultsOnly)
TSubclassOf<class UUINavInputComponent> InputButton_BP;
TArray<class UUINavInputComponent*> InputButtons;
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
class UUINavInputComponent* InputButton1;
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
class UUINavInputComponent* InputButton2;
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
class UUINavInputComponent* InputButton3;
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
class UTextBlock* ActionText;
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
class UHorizontalBox* HorizontalBox;
class UUINavInputContainer* Container;
FString ActionName;
int InputsPerAction = 2;
}; `
UINavInputComponent.h `// Fill out your copyright notice in the Description page of Project Settings.
/**
*/ UCLASS() class UINAVIGATION_API UUINavInputComponent : public UUINavComponent { GENERATED_BODY()
public:
UPROPERTY(BlueprintReadWrite, meta = (BindWidget))
class UImage* InputImage;
}; `
Hi lotsofbugs (pertinent username ;) ),
I have already fixed those issues on the latest release of the plugin. Have you updated it from the Epic Games Launcher?
Hello. When I add a new C++ class, empty or not, to my game (that's using UINav) I get compile errors related to this plugin. These are the errors:
2>C:/Program Files/Epic Games/UE_4.21/Engine/Plugins/Marketplace/UINavigation/Source/UINavigation/Public/UINavInputBox.h(44) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module. 2>C:/Program Files/Epic Games/UE_4.21/Engine/Plugins/Marketplace/UINavigation/Source/UINavigation/Public/UINavInputBox.h(49) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module. 2>C:/Program Files/Epic Games/UE_4.21/Engine/Plugins/Marketplace/UINavigation/Source/UINavigation/Public/UINavInputBox.h(51) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module. 2>C:/Program Files/Epic Games/UE_4.21/Engine/Plugins/Marketplace/UINavigation/Source/UINavigation/Public/UINavInputBox.h(53) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module. 2>C:/Program Files/Epic Games/UE_4.21/Engine/Plugins/Marketplace/UINavigation/Source/UINavigation/Public/UINavInputBox.h(56) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module. 2>C:/Program Files/Epic Games/UE_4.21/Engine/Plugins/Marketplace/UINavigation/Source/UINavigation/Public/UINavInputBox.h(59) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module. 2>C:/Program Files/Epic Games/UE_4.21/Engine/Plugins/Marketplace/UINavigation/Source/UINavigation/Public/UINavInputComponent.h(20) : LogCompile: Error: An explicit Category specifier is required for any property exposed to the editor or Blueprints in an Engine module.
Even an empty C++ class returns this error when compiling. If I delete the newly added C++ classes, I get no more errors and I'm able to compile. I'm using UE4.21