UChildActorComponent* _child = NewObject<UChildActorComponent>(this, UChildActorComponent::StaticClass()); if (_child) { _child->bEditableWhenInherited = true; _child->RegisterComponent(); FWeapon _Weapon = WeaponInventory[i]; _child->SetChildActorClass(_Weapon.weaponClass); _child->AttachToComponent(RootComponent,FAttachmentTransformRules::SnapToTargetIncludingScale,_Weapon.SocketName); _child->CreateChildActor(); //必须有 }