Im working on a C++ Unreal Engine 5 assignment involving a BaseCharacter, Rifle, and Projectile system. The project compiles successfully, but the behavior is incorrect and Im stuck at the same point for the second submission attempt.
Below is the instructor feedback I received:
Base Character (18 pts) 11/18
- No ChildActorComponent used (was using SpawnActor and AttachToComponent directly)
- ChildActorComponent pointer not declared in header
- AnimBP pointer not declared in header
- Missing mesh location/rotation setup in constructor
- Missing AnimBP caching in BeginPlay
- Weapon object must be set before checking for nullptr
- Must use ChildActorComponent with SetupAttachment and SetChildActorClass
Rifle (8 pts) 6/8
- No FName variable declared
- SkeletalMeshComponent must be declared in the header (not using FindComponentByClass)
- Proper casting and ownership setup required
Projectile (24 pts) 23/24
- Timer uses hardcoded 3.0f instead of declared float variable
Current issues:
- The pawn does not appear correctly when playing (or behaves unexpectedly when ejecting)
- The weapon does not attach/render properly
- The ChildActorComponent behavior may be incorrect
- Firing behavior is inconsistent
- Everything compiles successfully
Assignment requirements include:
- Using UChildActorComponent for the weapon (no direct SpawnActor)
- Attaching the weapon to a skeletal mesh socket
- Spawning the projectile from a muzzle socket
- Converting AnimBP logic from Blueprint to C++
- Proper separation of logic between BaseCharacter and Rifle
I am attaching the relevant C++ files:
- BaseCharacter.h / .cpp
- Rifle.h / .cpp
- Projectile.h / .cpp
I am needing someone to help me correct the structural and logic errors directly in the code, and explain what is causing the pawn and weapon to behave incorrectly.
Thank you.
Requirements: Detailed

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