text: // Fill out your copyright notice in the Description page of Project Settings.
  
  #pragma once
  
  #include "GameFramework/Pawn.h"
  //#include "GameFramework/Character.h"
  #include "Obstacle.generated.h"
  
  UCLASS()
  class GETDEBT_API AObstacle : public APawn
  {
  	GENERATED_BODY()
  
  public:
  	//PROPERTY
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Custom Properties") UStaticMeshComponent* BodyMesh;
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Custom Properties") USphereComponent* SphereCollider;
  
  	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Force Based Steering") FVector Velocity;
  	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Force Based Steering") FVector Acceleration;
  	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Force Based Steering") int32 TimerCountdown;
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Force Based Steering") int32 TimerInitialValue;
  
  	//FUNCTION
  	// Sets default values for this pawn's properties
  	AObstacle(const FObjectInitializer& ObjectInitializer);
  
  	// Called when the game starts or when spawned
  	virtual void BeginPlay() override;
  	
  	// Called every frame
  	virtual void Tick( float DeltaSeconds ) override;
  
  	// Called to bind functionality to input
  	virtual void SetupPlayerInputComponent(class UInputComponent* InputComponent) override;
  
  	//Movement code logic
  	UFUNCTION(BlueprintCallable, Category="Force Based Steering") virtual void Move();
  	
  };
  