Getting Error Compiling

Can someone help me cause i get a bunch of errors and I dont understand what the problem is (look for yourself):

MyActor.cpp:

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

#include "UnrealTutorial.h"
#include "MyActor.h"


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

 tBox = CreateDefaultSubobject(TEXT("Root"));
 tBox->bGenerateOverlapEvents = true;
 tBox->OnComponentBeginOverlap.AddDynamic(this, &AMyActo::TriggerEnter);
 tBox->SetRelativeScale3D(BoxSize);
 RootComponent =tBox;
 
 MyMesh = CreateDefaultSubobject(TEXT("MyMesh"));
 MyMesh->AttachTo(RootComponent);

 SpeedScale = 0.0f;
}

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

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

 FVector NewLocation = GetActorLocation();
 float DeltaHeight = (FMath::Sin(RunningTime + DeltaTime) - FMath::Sin(RunningTime));
 NewLocation.Y += DeltaHeight * SpeedScale;
 RunningTime += DeltaTime;
 SetActorLocation(NewLocation);
}

void TriggerEnter(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
{
 //when player is hit by the rock, teleport them back to start
 OtherActor->SetActorLocation(PlayerStartingLocation);
}

MyActor.h:

    // Fill out your copyright notice in the Description page of Project Settings.
    
    #pragma once
    
    #include "GameFramework/Actor.h"
    #include "MyActor.generated.h"
    
    UCLASS()
    class UNREALTUTORIAL_API AMyActor : public AActor
    {
     GENERATED_BODY()
     
    public: 
     // Sets default values for this actor's properties
     AMyActor();
    
     // Called when the game starts or when spawned
     virtual void BeginPlay() override;
     
     // Called every frame
     virtual void Tick( float DeltaSeconds ) override;
    
     UPROPERTY(EditAnywhere)
      UShapeComponent* tBox;
     
     UPROPERTY(EditAnywhere)
      UStaticMeshComponent* MyMesh;
     UPROPERTY(EditAnywhere)
      float SpeedScale;
    
     FVector PlayerStartingLocation = FVector(-1691.0f, -51.0f, 314.0f);
    
     FVector BoxSize = FVector(1.5f, 1.5f, 1.5f);
    
     float RunningTime;
    
    
     UFUNCTION()
      void TriggerEnter(class AActor* OtherActor, class UPrimitiveComponent* OtherComp, int32 OtherBodyIndex, bool bFromSweep, const FHitResult& SweepResult);
};