Expression preceding parentheses of apparent call must have (pointer-to-) function type

It says expression preceding parentheses of apparent call must have (pointer-to-) function type on line 81

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

#include "MyCharacter.h"
#include "Components/InputComponent.h"
#include "Atomic.h"
#include "Camera/CameraComponent.h"
#include "Components/CapsuleComponent.h"
#include "GameFramework/Character.h"
#include "components/SkeletalMeshComponent.h"






// Sets default values
AMyCharacter::AMyCharacter()
{
 	// Set this character to call Tick() every frame.  You can turn this off to improve performance if you don't need it.
	PrimaryActorTick.bCanEverTick = true;

}

// Called when the game starts or when spawned
void AMyCharacter::BeginPlay()
{
	Super::BeginPlay();
	
}

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

}

// Called to bind functionality to input
void AMyCharacter::SetupPlayerInputComponent(class UInputComponent* PlayerInputComponent)
{
	Super::SetupPlayerInputComponent(PlayerInputComponent);
	
	InputComponent->BindAxis("MoveForward", this, &AMyCharacter::MoveForward);
	InputComponent->BindAxis("MoveRight", this, &AMyCharacter::MoveRight);
	InputComponent->BindAxis("Turn", this, &AMyCharacter::AddControllerYawInput);
	InputComponent->BindAxis("LookUp", this, &AMyCharacter::AddControllerPitchInput);
}

void AMyCharacter::MoveForward(float InInput)
{
	FRotator rotation = GetControlRotation();
	rotation.Pitch = 0;

	FVector MovementDirection = FRotationMatrix(rotation).GetScaledAxis(EAxis::X);
	AddMovementInput(MovementDirection, InInput);
}

void AMyCharacter::MoveRight(float InInput)
{
	FRotator rotation = GetControlRotation();
	rotation.Pitch = 0;

	FVector MovementDirection = FRotationMatrix(rotation).GetScaledAxis(EAxis::Y);
	AddMovementInput(MovementDirection, InInput);
}

AMyCharacter::AMyCharacter(const FObjectInitializer & ObjectInitializer)
	: Super(ObjectInitializer)

{
	FirstPersonCameraComponent = CreateDefaultSubobject<UCameraComponent>(TEXT("FirstPersonCamera"));
	{
		if (FirstPersonCameraComponent)
			FirstPersonCameraComponent->SetupAttachment(GetCapsuleComponent());
	
	FirstPersonCameraComponent->bUsePawnControlRotation = true;

	if (FirstPersonCameraComponent)
	FirstPersonMesh = ObjectInitializer.CreateDefaultSubobject<USkeletalMeshComponent>(this, TEXT("FirstPersonMesh"));
	FirstPersonMesh->SetOnlyOwnerSee(true);         
	FirstPersonMesh->SetupAttachment(FirstPersonCameraComponent());
	FirstPersonMesh->bCastDynamicShadow = false;
	FirstPersonMesh->CastShadow = false;
	}
}

FirstPersonMesh->SetupAttachment(FirstPersonCameraComponent());

in the parentheses of SetupAttachment need to be just Component, not a function, try to use :

FirstPersonMesh->SetupAttachment(FirstPersonCameraComponent);