text: // // Harrison McGuire
  // // UE4 Version 4.19.0
  // // https://github.com/Harrison1/unrealcpp
  // // https://severallevels.io
  // // https://harrisonmcguire.com
  
  // // #define print(text) if (GEngine) GEngine->AddOnScreenDebugMessage(-1, 1.5, FColor::Green,text)
  // // #define printFString(text, fstring) if (GEngine) GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Green, FString::Printf(TEXT(text), fstring))
  
  // #include "MyTriggerBox.h"
  // // include draw debu helpers header file
  // #include "DrawDebugHelpers.h"
  
  // AMyTriggerBox::AMyTriggerBox()
  // {
  //     //Register Events
  //     OnActorBeginOverlap.AddDynamic(this, &AMyTriggerBox::OnOverlapBegin);
  //     OnActorEndOverlap.AddDynamic(this, &AMyTriggerBox::OnOverlapEnd);
  // }
  
  // // Called when the game starts or when spawned
  // void AMyTriggerBox::BeginPlay()
  // {
  // 	Super::BeginPlay();
  
  //     DrawDebugBox(GetWorld(), GetActorLocation(), GetComponentsBoundingBox().GetExtent(), FColor::Purple, true, -1, 0, 5);
  	
  // }
  
  // void AMyTriggerBox::OnOverlapBegin(class AActor* OverlappedActor, class AActor* OtherActor)
  // {
  //     // check if Actors do not equal nullptr and that 
  //     if (OtherActor && (OtherActor != this)) {
  //         // print to screen using above defined method when actor enters trigger box
  //         print("Overlap Begin");
  //         printFString("Overlapped Actor = %s", *OverlappedActor->GetName());
  //     }
  // }
  
  // void AMyTriggerBox::OnOverlapEnd(class AActor* OverlappedActor, class AActor* OtherActor)
  // {
  //     if (OtherActor && (OtherActor != this)) {
  //         // print to screen using above defined method when actor leaves trigger box
  //         print("Overlap Ended");
  //         printFString("%s has left the Trigger Box", *OtherActor->GetName());
  //     }
  // }