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(); }