Created GripAttachment Class and Added Grip Socket to pistol
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/Pistol_Skeleton.uasset
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EndlessVendetta/Content/FirstPerson/Blueprints/BaseWeapons/Pistols/AnimatedPistol/Pistol_Skeleton.uasset
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EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/D/HT/HCK94DMZ442FV8M21GRO0Q.uasset
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EndlessVendetta/Content/__ExternalActors__/Levels/DoorTestLevel/D/HT/HCK94DMZ442FV8M21GRO0Q.uasset
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// Fill out your copyright notice in the Description page of Project Settings.
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#include "GripAttachmentClass.h"
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// Sets default values for this component's properties
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UGripAttachmentClass::UGripAttachmentClass()
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{
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// Set this component to be initialized when the game starts, and to be ticked every frame. You can turn these features
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// off to improve performance if you don't need them.
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PrimaryComponentTick.bCanEverTick = true;
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// ...
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}
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// Called when the game starts
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void UGripAttachmentClass::BeginPlay()
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{
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Super::BeginPlay();
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// ...
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}
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// Called every frame
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void UGripAttachmentClass::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
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{
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Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
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// ...
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}
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// Fill out your copyright notice in the Description page of Project Settings.
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#pragma once
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#include "CoreMinimal.h"
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#include "Components/SceneComponent.h"
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#include "GripAttachmentClass.generated.h"
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UCLASS(ClassGroup=(Custom), meta=(BlueprintSpawnableComponent))
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class ENDLESSVENDETTA_API UGripAttachmentClass : public USceneComponent
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{
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GENERATED_BODY()
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public:
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// Sets default values for this component's properties
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UGripAttachmentClass();
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protected:
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// Called when the game starts
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virtual void BeginPlay() override;
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public:
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// Called every frame
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virtual void TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction) override;
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};
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