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