(Variable) Unexpected in a marco formal

Other errors I got when compiling:

Not instance of ADD_INTERNAL_DYNAMIC matches the argument list

DECLARE_DYNAMIC_MULTICAST_DELEGATE_Threeparams marco redefinition

Note: See previous definition of DECLARE_DYNAMIC_MULTICAST_DELEGATE_Three params

XD.cpp:

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

#include "Test2.h"
#include "XD.h"

// Sets default values
AXD::AXD()
{
 	// 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;

	newMesh = CreateDefaultSubobject<UStaticMeshComponent>(TEXT("Static Mesh"));
	newBox = CreateDefaultSubobject<UBoxComponent>(TEXT("Collision Box"));
	newBox->OnComponentBeginOverlap.AddDynamic(this, onCollide);
}

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

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

}

XD.h:

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

#pragma once

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

#define DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(UPrimitiveComponent a, AActor b, UPrimitiveComponenet c);

UCLASS()
class TEST2_API AXD : public AActor
{
	GENERATED_BODY()
	
public:	
	// Sets default values for this actor's properties
	AXD();

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

public:	
	// Called every frame
	virtual void Tick(float DeltaTime) override;
	UPROPERTY(EditAnywhere)
	UStaticMeshComponent* newMesh;

	UPROPERTY(EditAnywhere)
	UBoxComponent* newBox;

	UFUNCTION()
	void onCollide(class UPrimitiveComponent* a, class AActor* b, class UPrimitiveComponent* c)
	{
		Destroy();
	}
	
};

Not sure whether that fix is going to do anything but remove your errors.

When you create a new delegate, the notation is slightly different; so be sure to put commas between the variable types and names too. Like this:

DECLARE_DYNAMIC_MULTICAST_DELEGATE_ThreeParams(UPrimitiveComponent*, a, AActor*, b, UPrimitiveComponenet*, c);

The #define is not necessary as far as I know for this.

FIXED!

#define DECLARE_DYNAMIC_MULTICAST_DELEGATE(a);
#define DECLARE_DYNAMIC_MULTICAST_DELEGATE(b);
#define DECLARE_DYNAMIC_MULTICAST_DELEGATE(c);