Update Weapon Pickup Defaults
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				@ -32,7 +32,9 @@ void AWeaponPickup::BeginPlay()
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		WeaponComponent->AttachToComponent(RootComponent, TransformRules);
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		WeaponComponent->SetActorRelativeLocation(FVector(0.0f, 0.0f, 5.0f));
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		WeaponComponent->SetActorEnableCollision(false);
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		WeaponStartingLocation = WeaponComponent->GetActorLocation();
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		WeaponStartingLocation += ((MovementDirection * MovementDistance) / 2);
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		SphereComponent->OnComponentBeginOverlap.AddDynamic(this, &AWeaponPickup::OnOverlapBegin);
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	}
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@ -51,7 +53,7 @@ void AWeaponPickup::Tick(float DeltaTime)
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		// Bob weapon up and down
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		float Time = GetWorld()->GetRealTimeSeconds();
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		float Sine = FMath::Sin(Time * MovementSpeed);
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		WeaponComponent->SetActorLocation(WeaponStartingLocation + (MovementDirection * Sine));
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		WeaponComponent->SetActorLocation(WeaponStartingLocation + ((MovementDirection * Sine) * MovementDistance));
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	}
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}
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@ -20,16 +20,19 @@ public:
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	TSubclassOf<class AWeapon> Weapon;
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	UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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	FVector MovementDirection = FVector(0.0f, 1.0f, 0.0f);
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	FVector MovementDirection = FVector(0.0f, 0.0f, 1.0f);
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	UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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	float MovementDistance = 1.0f;
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	UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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	float MovementSpeed = 1.0f;
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	UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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	FRotator SpinRotation = FRotator(0, 1, 0);
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	FRotator SpinRotation = FRotator(0.0, 1.0f, 0.0f);
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	UPROPERTY(EditDefaultsOnly, BlueprintReadWrite)
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	float RotationSpeed = 1.0f;
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	float RotationSpeed = 25.0f;
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private:
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