Converting source files from previous versions

Dear UE4 Community,

I’m trying to convert a header and cpp file syntax from an older version to 4.9, Can you please help me? Thanks. Iknow that USphereComponent is now declared as a pointer, but can’t figure out the rest, thanks again.

Header File

UCLASS()
class GOLDENEGG_API ANPC : public ACharacter
{
  GENERATED_UCLASS_BODY()
  // This is the NPC's message that he has to tell us.
  UPROPERTY(EditAnywhere, BlueprintReadWrite, Category =   
  NPCMessage)
  FString NpcMessage;
  
  // The sphere that the player can collide with to get item
  UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category =   
  Collision)
  TSubobjectPtr<class USphereComponent> ProxSphere;
  
  // The corresponding body of this function is 
  // ANPC::Prox_Implementation, __not__ ANPC::Prox()!
  // This is a bit weird and not what you'd expect,
  // but it happens because this is a BlueprintNativeEvent
  UFUNCTION(BlueprintNativeEvent, Category = "Collision")
  void Prox( AActor* OtherActor, UPrimitiveComponent* OtherComp,   
  int32 OtherBodyIndex, bool bFromSweep, const FHitResult &   
  SweepResult );
};

CPP FILE

ANPC::ANPC(const class FPostConstructInitializeProperties& PCIP) : 
Super(PCIP)
{
  ProxSphere = PCIP.CreateDefaultSubobject<USphereComponent>(this,   
  TEXT("Proximity Sphere"));
  ProxSphere->AttachTo( RootComponent );
  ProxSphere->SetSphereRadius( 32.f );
 
  // Code to make ANPC::Prox() run when this proximity sphere
  // overlaps another actor.
  ProxSphere->OnComponentBeginOverlap.AddDynamic( this,   
  &ANPC::Prox );
  NpcMessage = "Hi, I'm Owen";//default message, can be edited
  // in blueprints
}

Does it build? If it builds and you don’t have any warnings (In UE4 before something is removed or changed it’s depricated and shows warning during compilation) then everything is ok

Hey , thanks for the quick reply.

Yeah its giving me lots of errors unfortunately and doesn’t build:

link text