adddynamic ue4 c++

#pragma once

#include "CoreMinimal.h"
#include "GameFramework/Actor.h"
#include "MyDynamicActor.generated.h"

UCLASS()
class YOURPROJECT_API AMyDynamicActor : public AActor
{
    GENERATED_BODY()

public:
    // Sets default values for this actor's properties
    AMyDynamicActor();

protected:
    // Called when the game starts or when spawned
    virtual void BeginPlay() override;

public:
    // Called every frame
    virtual void Tick(float DeltaTime) override;

private:
    UPROPERTY(EditAnywhere)
    UStaticMeshComponent* DynamicMesh;
};
#include "MyDynamicActor.h"

// Sets default values
AMyDynamicActor::AMyDynamicActor()
{
    // Set this actor to call Tick() every frame
    PrimaryActorTick.bCanEverTick = true;

    // Create and attach a mesh component
    DynamicMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("DynamicMesh"));
    RootComponent = DynamicMesh;

    // Set the mesh for the component
    static ConstructorHelpers::FObjectFinder<UStaticMesh> MeshAsset(TEXT("StaticMesh'/Game/Path/To/YourMesh.YourMesh'"));
    if (MeshAsset.Succeeded())
    {
        DynamicMesh->SetStaticMesh(MeshAsset.Object);
    }
}

// Called when the game starts or when spawned
void AMyDynamicActor::BeginPlay()
{
    Super::BeginPlay();
}

// Called every frame
void AMyDynamicActor::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);
}