Change Weapon SkeletalMesh to SkeletalMeshComponent
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e83659123e
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@ -19,14 +19,14 @@ void AWeapon::BeginPlay()
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}
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}
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USkeletalMeshComponent* AWeapon::GetSkeletalMesh()
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USkeletalMesh* AWeapon::GetSkeletalMesh()
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{
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{
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return WeaponSkeletalMesh;
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return WeaponSkeletalMesh;
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}
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}
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void AWeapon::SetSkeletalMesh(USkeletalMeshComponent* USkeletalMeshComponent)
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void AWeapon::SetSkeletalMesh(USkeletalMesh* USkeletalMesh)
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{
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{
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WeaponSkeletalMesh = USkeletalMeshComponent;
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WeaponSkeletalMesh = USkeletalMesh;
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}
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}
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TEnumAsByte<WeaponState>* AWeapon::GetCurrentWeaponStatus()
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TEnumAsByte<WeaponState>* AWeapon::GetCurrentWeaponStatus()
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@ -28,7 +28,7 @@ class NAKATOMI_API AWeapon : public AActor
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protected:
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protected:
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UPROPERTY(EditDefaultsOnly)
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UPROPERTY(EditDefaultsOnly)
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USkeletalMeshComponent* WeaponSkeletalMesh;
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USkeletalMesh* WeaponSkeletalMesh = nullptr;
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UPROPERTY(EditDefaultsOnly)
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UPROPERTY(EditDefaultsOnly)
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TEnumAsByte<WeaponState> CurrentWeaponStatus;
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TEnumAsByte<WeaponState> CurrentWeaponStatus;
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@ -57,9 +57,9 @@ protected:
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virtual void BeginPlay() override;
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virtual void BeginPlay() override;
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public:
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public:
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USkeletalMeshComponent* GetSkeletalMesh();
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USkeletalMesh* GetSkeletalMesh();
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void SetSkeletalMesh(USkeletalMeshComponent* USkeletalMeshComponent);
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void SetSkeletalMesh(USkeletalMesh* USkeletalMesh);
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TEnumAsByte<WeaponState>* GetCurrentWeaponStatus();
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TEnumAsByte<WeaponState>* GetCurrentWeaponStatus();
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