You could have reported that you're messing with the engine of Unreal . Another thing, USphereComponent
is not abstract . Technically speaking, it is considered concrete because you can instantiate objects of this type of data.
Well, the declaration of the variable USphereComponent * SphereComponent
already indicates what it is:
A pointer for an object of type USphereComponent
.
USphereComponent
is a data type offered by engine of Unreal, as well as char
, int
, float
strong> primitive data types offered by the C / C ++ language.
In fact, new C / C ++ language constructs and classes ) can be created from one or more variables of the primitive data types ( that you already know).
To find out which variables and methods are encapsulated within double
you should refer to Unreal Engine > API documentation. This is a fairly common practice when we are going to use an API we barely know: IDE to write source code positioned on one side of the screen, browser to view the other API's documentation.
If none of this made sense, start by investigating what is a pointer , then what is dynamic memory allocation , and finally what they are classes , to feel more comfortable programming in C ++ and using other people's APIs.