3rd Person Power Up Tutorial Spawn Volume Error

So I just finished part 8 and when I add a spawn volume to my game it appears below the room and it can not move. Also I don’t see the inherited method WhereToSpawn as in the tutorial. I followed every step correctly and don’t know why this happens.

// Fill out your copyright notice in the Description page of Project Settings.

#pragma once

#include "GameFramework/Actor.h"
#include "SpawnVolume.generated.h"

UCLASS()
class BATTERYCOLLECTOR_API ASpawnVolume : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	ASpawnVolume();

	// Called when the game starts or when spawned
	virtual void BeginPlay() override;
	
	// Called every frame
	virtual void Tick( float DeltaSeconds ) override;

	/** Returns the WhereToSpawn subobject */
	FORCEINLINE class UBoxComponent* GetWhereToSpawn() const { return WhereToSpawn; }

	/** Find a random point within the BoxComponent */
	UFUNCTION(BlueprintPure, Category = "Spawning")
	FVector GetRandomPointInVolume();

protected:
	/** The pickup to spawn */
	UPROPERTY(EditAnywhere, Category = "Spawning")
	TSubclassOf<class APickup> WhatToSpawn;

	FTimerHandle SpawnTimer;

	/** Min spawn delay */
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning")
	float SpawnDelayRangeLow;

	/** Max spawn delay */
	UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Spawning")
	float SpawnDelayRangeHigh;

private:
	
	/** Box component to specify where pickups should spawn */
	UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Spawning", meta = (AllowPrivateAccess = "true"))
	class UBoxComponent* WhereToSpawn;

	/** Handle spawning a new pickup */
	void SpawnPickup();
	
	/** The current spawn delay */
	float SpawnDelay;
	
};

Hey Nik1-

Can you provide the code for your spawn volume class? Can you make sure that WhereToSpawn is set as a UPROPERTY in code so that it is visible to the editor?

Thank you for interest but I have found the solution. It seems that KismetMathLibrary does not actually load the method definitions. I had to get the code from the method RandomPointInBoundingBox and paste it where I needed it.