Boilerplate USceneComponent in Unreal Engine 5 C++
#pragma once
#include "CoreMinimal.h"
#include "Components/SceneComponent.h"
#include "MySceneComponent.generated.h"
UCLASS( ClassGroup=(Custom), meta=(BlueprintSpawnableComponent) )
class TESTING_API UMySceneComponent : public USceneComponent
{
	GENERATED_BODY()
public:	
	
	UMySceneComponent();
protected:
	
	virtual void BeginPlay() override;
public:	
	
	virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
};
#include "MySceneComponent.h"
UMySceneComponent::UMySceneComponent()
{
	
	
	PrimaryComponentTick.bCanEverTick = true;
	
}
void UMySceneComponent::BeginPlay()
{
	Super::BeginPlay();
	
	
}
void UMySceneComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
	Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
	
}