text: #pragma once
  
  #include "CoreMinimal.h"
  #include "CullingController.h"
  #include "OccludingSphere.generated.h"
  
  // Sphere that occludes vision.
   UCLASS(BlueprintType, Blueprintable)
  class AOccludingSphere : public AActor
  {
  	 GENERATED_BODY()
  
      UPROPERTY(EditAnywhere)
      UStaticMeshComponent* SphereMesh;
  
  public:	
  	AOccludingSphere();
      UPROPERTY(VisibleAnywhere)
      float Radius;
  
  	// Update OccludingSphere's transform to enforce sphericality.
  	void Update();
  
  protected:
  	virtual void BeginPlay() override;
  	virtual void Tick(float DeltaTime) override;
  	virtual bool ShouldTickIfViewportsOnly() const override;
  };
  