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- for (const auto& Entry : Weapons)
- {
- TWeakObjectPtr<AWeaponBase> WeaponPtr = Entry.Value;
- AWeaponBase* Weapon = WeaponPtr.Get();
- if (Weapon != nullptr)
- {
- Weapon->SetActorEnableCollision(false);
- Weapon->WeaponDamageArea->SetCollisionEnabled(ECollisionEnabled::NoCollision);
- ARangedWeaponBase* RangedWeapon = Cast<ARangedWeaponBase>(Weapon);
- if (RangedWeapon != nullptr)
- {
- RangedWeapon->ProjectileChildActor->ChildActor->SetActorEnableCollision(false);
- }
- }
- }
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