25 virtual void OnCollided(
const AActor* HitTarget,
const FHitResult& Hit)
override;
29 UFUNCTION(BlueprintPure, Category=
"Projectile")
30 FORCEINLINE
bool IsWeaponSpawned()
32 return GetSpawnedTargetableWeapon() !=
nullptr;
35 UFUNCTION(BlueprintPure, Category=
"Projectile")
38 return SpawnedTargetableWeapon;
42 virtual void OnSpawnFromPool_Implementation()
override;
43 virtual void OnReturnToPool_Implementation()
override;
46 UPROPERTY(EditAnywhere, Category =
"Projectile")
47 FVector TargetableWeaponSpawnRotation = FVector::ZeroVector;
49 UPROPERTY(EditAnywhere, Category = "Effect")