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();
}