void AWeapon::AttachToPlayer()
{
	if (MyPawn)
	{
		DetachFromPlayer();

		USkeletalMeshComponent *Character = MyPawn->GetMesh();
		WeaponMesh->SetHiddenInGame(false);
		WeaponMesh->AttachTo(Character, "Weapon_Socket");
	}
}
void AWeapon::OnUnEquip()
{
	DetachFromPlayer();
}
//-----------------------------------------------------------------------------
// Purpose: 
//-----------------------------------------------------------------------------
void COrder::UpdateOnRemove( void )
{
	DetachFromPlayer();
	// Chain at end to mimic destructor unwind order
	BaseClass::UpdateOnRemove();
}