// Create a collision shape actor from a given shape name
	AActor* CreateCollisionShape( UWorld* World, const FString ShapeTypeName, FVector Location )
	{
		AActor* TestRayCollisionActor = nullptr;
		FTransform CollisionTransform;
		CollisionTransform.AddToTranslation(Location);
		
		if (ShapeTypeName == TEXT("TriggerCapsule"))
		{
			TestRayCollisionActor = Cast<ATriggerCapsule>(GEditor->AddActor(World->GetCurrentLevel(), ATriggerCapsule::StaticClass(), CollisionTransform));
			if (TestRayCollisionActor != nullptr)
			{
				UCapsuleComponent* Capsule = Cast<UCapsuleComponent>(TestRayCollisionActor->GetRootComponent());
				if (Capsule != nullptr)
				{
					Capsule->SetCapsuleHalfHeight(100.0f);
					Capsule->SetCapsuleRadius(50.0f);
				}
			}
		}
		else if (ShapeTypeName == TEXT("TriggerBox"))
		{
			TestRayCollisionActor = Cast<ATriggerBox>(GEditor->AddActor(World->GetCurrentLevel(), ATriggerBox::StaticClass(), CollisionTransform));
		}
		else if (ShapeTypeName == TEXT("TriggerSphere"))
		{
			TestRayCollisionActor = Cast<ATriggerSphere>(GEditor->AddActor(World->GetCurrentLevel(), ATriggerSphere::StaticClass(), CollisionTransform));
		}
		TestBase->TestNotNull<AActor>(FString::Printf(TEXT("Failed to create Collision trigger%s."), *ShapeTypeName), TestRayCollisionActor); 
		return TestRayCollisionActor;
	}