9 : Super(ObjectInitializer.SetDefaultSubobjectClass(
ACharacter::MeshComponentName,
UVRGlobalSettings::GetDefaultGrippableCharacterMeshComponentClass()))
23 Location = SocketTransform.GetLocation();
24 Rotation = SocketTransform.GetRotation().Rotator();
29 Super::GetActorEyesViewPoint(Location, Rotation);
FName ViewOriginationSocket
UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AI")
virtual void GetActorEyesViewPoint(FVector &Location, FRotator &Rotation) const override
AGrippableCharacter(const FObjectInitializer &ObjectInitializer=FObjectInitializer::Get())
UGrippableSkeletalMeshComponent * GrippableMeshReference
UPROPERTY(Category = GrippableCharacter, VisibleAnywhere, Transient, BlueprintReadOnly,...
UCLASS(config = Engine, defaultconfig)