text: // Fill out your copyright notice in the Description page of Project Settings.
  
  #pragma once
  
  #include "CoreMinimal.h"
  #include "GameFramework/Actor.h"
  #include "ItemPickup.generated.h"
  
  UCLASS()
  class CATASTROPHE_API AItemPickup : public AActor
  {
  	GENERATED_BODY()
  	
  public:	
  	// Sets default values for this actor's properties
  	AItemPickup();
  
  protected:
  	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
  	class USceneComponent* root;
  
  	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
  	class UBoxComponent* TriggerBox;
  
  	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
  	class UInteractableComponent* InteractableComponent;
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item")
  	FString Name;
  
  	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Item")
  	int32 StackSize;
  
  protected:
  	// Called when the game starts or when spawned
  	virtual void BeginPlay() override;
  
  	UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category = "Interaction", meta = (DisplayName = "OnPrePickup"))
  	void Receive_PrePickup();
  
  	UFUNCTION()
  	void PickUpItem(class APlayerCharacter* _playerCharacter);
  	UFUNCTION(BlueprintImplementableEvent, BlueprintCallable, Category = "Interaction", meta = (DisplayName = "OnPickUp"))
  	void Recieve_PickUpItem();
  
  public:	
  	// Called every frame
  	virtual void Tick(float DeltaTime) override;
  
  };
  