Compile error

hi i am new to ue4 , i tried to implement movement to my character and this is my code:
mycharater.h
#pragma once

#include “CoreMinimal.h”
#include “GameFramework/Character.h”
#include “MyCharacterarrow.generated.h”

class USpringArmComponent;
class UCameracomponent;
class UStaticMeshComponent;

UCLASS()
class ARROW1_0_API AMyCharacterarrow : public ACharacter
{
GENERATED_BODY()

public:
// Sets default values for this character’s properties
AMyCharacterarrow();
UPROPERTY(VisibleAnywhere, BlueprintReadOnly,Category = “Camera”)
USpringArmComponent* SpringArmComp;

UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Camera")
  UCameraComponent* CameraComp;

UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Player")
	UStaticMeshComponent* MeshComp;

protected:
// Called when the game starts or when spawned
virtual void BeginPlay() override;

void MoveFoward(float Value);
void MoveRight(float Value);
void TurnAtRate(float Value); 
void LookUpAtRate(float Value);

UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Camera")
float BaseTurnRate;
UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Camera")
float BaseLookUpAtRate;

public:
// Called every frame
virtual void Tick(float DeltaTime) override;

// Called to bind functionality to input
virtual void SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent) override;

};

mycharacter.cpp

#include “MyCharacterarrow.h”
#include"GameFramework/SpringArmComponent.h"
#include"Camera/CameraComponent.h"
#include"Components/StaticMeshComponent.h"
#include"Components/InputComponent.h"
#include"GameFramework/Controller.h"
// Sets default values
AMyCharacterarrow::AMyCharacterarrow()
{
// Set this character to call Tick() every frame. You can turn this off to improve performance if you don’t need it.
PrimaryActorTick.bCanEverTick = false;

SpringArmComp = CreateDefaultSubobject<USpringArmComponent>(TEXT("SpringArmCom"));
SpringArmComp->SetupAttachment(RootComponent);


CameraComp = CreateDefaultSubobject<UCameraComponent>(TEXT("CameraComp"));
CameraComp->SetupAttachment(SpringArmComp);

MeshComp = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("PlayerMesh"));
MeshComp->SetupAttachment(RootComponent);

BaseTurnRate = 45.0f;
BaseLookUpAtRate = 45.0f;

}

void AMyCharacterarrow::MoveFoward(float Value)
{
if ((Controller) && (Value != 0.0f))
{
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);

	const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::X);
	AddMovementInput(Direction, Value);
		

}

}

void AMyCharacterarrow::MoveRight(float Value)
{
if ((Controller) && (Value != 0.0f))
{
const FRotator Rotation = Controller->GetControlRotation();
const FRotator YawRotation(0, Rotation.Yaw, 0);

	const FVector Direction = FRotationMatrix(YawRotation).GetUnitAxis(EAxis::Y);
	AddMovementInput(Direction, Value);
}

}

void AMyCharacterarrow::TurnAtRate(float Value)
{
AddControllerYawInput(Value * BaseTurnRate * GetWorld()->GetDeltaSeconds());
}

void AMyCharacterarrow::LookUpAtRate(float Value)
{
AddControllerPitchInput(Value * BaseLookUpAtRate * GetWorld()->GetDeltaSeconds());

}

// Called every frame
void AMyCharacterarrow::Tick(float DeltaTime)
{
Super::Tick(DeltaTime);

}

// Called to bind functionality to input
void AMyCharacterarrow::SetupPlayerInputComponent(UInputComponent* PlayerInputComponent)
{
Super::SetupPlayerInputComponent(PlayerInputComponent);
PlayerInputComponent->BindAction(“Jump”, IE_Pressed, this, &ACharacter::Jump);
PlayerInputComponent->BindAction(“Jump”, IE_Released, this, &ACharacter::StopJumping);

PlayerInputComponent->BindAxis("MoveFoward", this, &AMyCharacterarrow::MoveFoward);
PlayerInputComponent->BindAxis("MoveRight", this, &AMyCharacterarrow::MoveRight);

PlayerInputComponent->BindAxis("Turn", this, &APawn::AddControllerYawInput);
PlayerInputComponent->BindAxis("LookUp", this, &APawn::AddControllerPitchInput);

PlayerInputComponent->BindAxis("TurnRate", this, &AMyCharacterarrow::TurnAtRate);
PlayerInputComponent->BindAxis("LookUpRate", this, &AMyCharacterarrow::LookUpAtRate);

}
when i compile in ue4 appear this list of error

It would be much easier to help you if you fixed the formatting and included all code so that we can see the line numbers as referenced by the compiler.