text: // Fill out your copyright notice in the Description page of Project Settings.
  
  #pragma once
  
  #include "CoreMinimal.h"
  #include "GameFramework/Actor.h"
  #include "FearActor.generated.h"
  
  UCLASS()
  class MEAT_API AFearActor : public AActor
  {
  	GENERATED_BODY()
  	
  public:	
  	// Sets default values for this actor's properties
  	AFearActor();
  
  	UFUNCTION()
  	virtual void DetectionSphereOnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
  	
  	UFUNCTION()
  	virtual void DetectionSphereOnOverlapEnd(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex);
  	
  	// Called every frame
  	virtual void Tick(float DeltaTime) override;
  
  protected:
  	// Called when the game starts or when spawned
  	virtual void BeginPlay() override;
  
  private:
  	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "FearActor", meta = (AllowPrivateAccess="true"))
  	class UStaticMeshComponent* FearMesh;
  
  	UPROPERTY(EditDefaultsOnly, BlueprintReadOnly, Category = "FearActor", meta = (AllowPrivateAccess = "true"))
  	class USphereComponent* DetectionSphere;
  	
  	class APlayerCharacter* PlayerCharacterRef;
  	float ExponentialFactor;
  	float SphereRadius;
  	bool bCanDrawVector;
  };
  