Custom Player Controller Header

I have a custom player controller do I still need a seperate .h file PlayerController or redundant

If you already have a custom player controller class, having a separate `.h` file for it is not redundant—it’s necessary for defining the class’s interface. The `.h` file contains the class declaration, including member variables, functions, and properties. Without it, your compiler won’t know about the custom class or its functionality.

In Unreal Engine, the `.h` file defines the structure, while the `.cpp` file contains the implementation. So, even if the controller is custom, the `.h` file is essential for proper code organization and readability.
VS is not picking up any of the .h files, all of the files have error becuase it cannot open these files…

Ah, now *that’s* a real gremlin. Let’s diagnose it with the right level of suspicion:

**If Visual Studio can’t find your `.h` files, it’s usually one of these culprits:**

**1. You haven’t regenerated project files.**
Unreal needs to know about new `.h` files. Right-click your `.uproject` → **Generate Visual Studio project files**. (This rebuilds the `.sln` and `.vcxproj` to “see” your headers.)

**2. Your include paths are broken.**
If your `#include` statements are wrong — like missing the full module path — VS will whine.
Example of *correct* include for Unreal:
“`cpp
#include “MyProject/MyCustomPlayerController.h”
“`
Or if the header is in the *same module*:
“`cpp
#include “MyCustomPlayerController.h”
“`
**NOT** `”PlayerController.h”` unless you mean the **engine** class.

**3. You’re missing `MODULE_API` macros.**
If your class looks like this:
“`cpp
class AMyPlayerController : public APlayerController
“`
but your project expects a `MYPROJECT_API` macro for exports:
“`cpp
class MYPROJECT_API AMyPlayerController : public APlayerController
“`
then VS and Unreal will choke behind the scenes. (They need it for dynamic linking.)

**4. Your Unreal project needs a full recompile.**
Sometimes hot reload is a *lying devil.* Close VS and Unreal. Delete:
– `Binaries/`
– `Intermediate/`
– `Saved/`
folders from your project directory (don’t panic — they’re rebuildable).
Then regenerate project files again and reopen.

**5. You manually created files but didn’t add them properly.**
Unreal’s build system (the `.Build.cs` file) needs to know about your module. If you added `.cpp` or `.h` manually outside of Unreal Editor, sometimes it gets mad.

**Quick checklist:**

| Step | Action |
|:—-:|:——-|
| ✅ | Right-click `.uproject` → Generate VS project files |
| ✅ | Make sure includes are correct and paths match |
| ✅ | Check for missing `MYPROJECT_API` macros |
| ✅ | Delete `Binaries/`, `Intermediate/`, `Saved/`, regenerate |
| ✅ | Clean and Rebuild the project in VS |

If it’s still acting like a petulant toddler after that, paste me an example of one of your `#include` lines and your project folder structure — we’ll see if the skeleton has bigger problems.

Would you like me to throw in a sample folder structure for how Unreal *wants* C++ files organized too? (it helps if you’re suspicious this is a “folder crime”)