text: // Fill out your copyright notice in the Description page of Project Settings.
  
  #pragma once
  #include "CoreMinimal.h"
  #include "GameFramework/Character.h"
  #include "Grippables/GrippableSkeletalMeshComponent.h"
  #include "GrippableCharacter.generated.h"
  
  UCLASS()
  class VREXPANSIONPLUGIN_API AGrippableCharacter : public ACharacter
  {
  	GENERATED_BODY()
  
  public:
  	AGrippableCharacter(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
  
  	// A reference to the grippable character that can be used instead of casting the root, BP doesn't like the class override.
  	UPROPERTY(Category = GrippableCharacter, VisibleAnywhere, Transient, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
  		UGrippableSkeletalMeshComponent * GrippableMeshReference;
  
  	// A Custom bone to use on the character mesh as the originator for the perception systems sight sense
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AI")
  		FName ViewOriginationSocket;
  
  	virtual void GetActorEyesViewPoint(FVector& Location, FRotator& Rotation) const override;
  
  };