text: // Fill out your copyright notice in the Description page of Project Settings.
  
  #pragma once
  
  #include "CoreMinimal.h"
  #include "GameFramework/Actor.h"
  #include "LevelTransitionVolume.generated.h"
  
  UCLASS()
  class FIRSTPROJECT_API ALevelTransitionVolume : public AActor
  {
  	GENERATED_BODY()
  	
  public:	
  	// Sets default values for this actor's properties
  	ALevelTransitionVolume();
  	
  
  	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Transition")
  	class UBoxComponent* TransitionVolume;
  
  	class UBillboardComponent* BillBoard;
  
  	UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Transition")
  	FName TransitionLevelName;
  protected:
  	// Called when the game starts or when spawned
  	virtual void BeginPlay() override;
  
  public:	
  	// Called every frame
  	virtual void Tick(float DeltaTime) override;
  
  	UFUNCTION()
  	virtual void OnOverlapBegin(UPrimitiveComponent* OverlappedComponent, AActor* OtherActor, UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
  
  };
  