What It Means & How to Fix It
🧠 Why You’re Seeing This Error
The C2061 error means the compiler found a type, class name, or identifier it doesn’t recognize, usually in a function parameter, return type, or member declaration.
In UE5, this typically happens when:
- You forgot to include the header for a type (especially
UObject
-derived classes or structs) - You declared a function with a class/struct that hasn’t been declared yet
- You misused a macro or typo’d a type name
- A forward declaration isn’t enough (e.g. using a type by value instead of by pointer)
💥 Example Error Message
error C2061: syntax error: identifier 'FMyStruct'
🛠️ Example Code
// MyActor.h
UCLASS()
class AMyActor : public AActor
{
GENERATED_BODY()
FMyStruct Data; // ❌ C2061: Compiler doesn’t know what FMyStruct is
};
If FMyStruct
is declared in another header — and you didn’t include that header here — the compiler doesn’t recognize the type.
✅ How to Fix C2061 in UE5 – Step-by-Step
✔️ 1. Include the Header That Declares the Type
Fix:
#include "MyStruct.h" // ✅ Now FMyStruct is known
If FMyStruct
is defined in MyStruct.h
, you must include it before using it by value.
✔️ 2. Use a Forward Declaration Only If You Use a Pointer or Reference
If you want to avoid including the full header, you can forward-declare the class/struct — but only if you’re not using it by value.
Works:
class UMyComponent;
UPROPERTY()
UMyComponent* Component; // ✅ Pointer is okay with forward-declare
Does NOT work:
UMyComponent Component; // ❌ Needs full definition
✔️ 3. Check for Typos in Type Names
UE5 types often start with prefixes: A
, U
, F
, or E
.
Wrong:
FStirng Name; // ❌ Typo
Fix:
FString Name; // ✅
✔️ 4. Make Sure Macros Like USTRUCT and GENERATED_BODY Are Intact
Missing or malformed Unreal macros can cause C2061 even when the type exists.
✅ Summary: How to Fix C2061 in UE5
Cause | Fix Example |
---|---|
Type used without including header | #include "MyStruct.h" |
Using undeclared class by value | Include full definition or use a pointer |
Forward declaration misused | Only use forward-declare with pointers or refs |
Typos in Unreal type names | Watch out for spelling (e.g., FString , not FStirng ) |