15 AGrippableCharacter(const FObjectInitializer& ObjectInitializer = FObjectInitializer::Get());
18 UPROPERTY(Category = GrippableCharacter, VisibleAnywhere, Transient, BlueprintReadOnly, meta = (AllowPrivateAccess = "true"))
22 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AI")
23 FName ViewOriginationSocket;
25 virtual
void GetActorEyesViewPoint(FVector& Location, FRotator& Rotation) const override;
UGrippableSkeletalMeshComponent * GrippableMeshReference
UPROPERTY(Category = GrippableCharacter, VisibleAnywhere, Transient, BlueprintReadOnly,...