First, you need to convert the project to c++ if not done already by adding a new Actor to your game module.
We'll also use the generated class and replace the content after.
Example: ComboGraphHost_4_27 will be replaced by your project name
Next, you'll need to slightly edit your Build.cs
file for your game module (should be Source/YourProject/YourProject.Build.cs
). It was generated by Unreal the first time you added a c++ class to the project.
You need for AMyAbilitySystemActor
(see header and source file in this gist) to properly compile to add at the very least "GameplayAbilities"
to the PublicDependencyModuleNames
and "ModularGASCompanion"
to PrivateDependencyModuleNames
in your Build.cs
file.