27 virtual bool IsTargetable()
const override;
29 virtual void ShowLockOnMarker()
override;
30 virtual void HideLockOnMarker()
override;
33 virtual void BeginPlay()
override;
35 virtual void OnBeginInteraction(
const AActor* Caller)
override;
37 virtual void OnReturnToPool_Implementation()
override;
42 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category =
"Weapon", meta = (Categories =
"Weapon"))
43 FGameplayTag WeaponTag;
46 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category= "Shape")
47 TObjectPtr<USceneComponent> RigComponent;
49 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Shape")
50 TObjectPtr<UStaticMeshComponent> StaticMeshComponent;
52 UPROPERTY(EditAnywhere, BlueprintReadOnly, Category = "Shape")
53 TObjectPtr<UBoxComponent> BoxComponent;
55 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "
UI")
56 TObjectPtr<UTargetingMarkerComponent> TargetingMarker;