void AMagicBattleSoccerWeapon::OnLeaveInventory() { if (Role == ROLE_Authority) { SetOwningPawn(NULL); } if (IsAttachedToPawn()) { OnUnEquip(); } }
void ASWeapon::OnLeaveInventory() { if (Role == ROLE_Authority) { SetOwningPawn(nullptr); } if (IsAttachedToPawn()) { OnUnEquip(); } DetachMeshFromPawn(); }