PumpActionBase_BP

if (APumpActionShotgunBase* PumpShotgun = Cast<APumpActionShotgunBase>(CurrentWeapon))
{
	if (WeaponArray[weaponIndex] == PumpShotgun)
	{
	
		if (PumpShotgun->CurrentMagazineAmmo >= 1)
		{
			ShotgunPumpActionBool = true;
			bIsReloading = false;
			ReloadBool = false;
			bIsFiringGun = true;
			PumpShotgun->PumpActionBaseBool = true;
			PumpShotgun->Fire();
		}
		if (PumpShotgun->CurrentMagazineAmmo <= 6 && bIsFiringGun && PumpShotgun->CurrentMagazineAmmo != 0)
		{
			GetWorldTimerManager().ClearTimer(PumpShotgun->ShotgunReloadFTimerHandle);
		}
		Delay = 0.0;
	}
}
if (AShotgunBase* Shotgun = Cast<AShotgunBase>(CurrentWeapon))
{
	if (WeaponArray[weaponIndex] == Shotgun)
	{
		
		if (Shotgun->CurrentMagazineAmmo >= 1)
		{
			bIsReloading = false;
			ReloadBool = false;
			bIsFiringGun = true;
		}
		if (Shotgun->CurrentMagazineAmmo <= 6 && bIsFiringGun && Shotgun->CurrentMagazineAmmo != 0)
		{
			GetWorldTimerManager().ClearTimer(Shotgun->ShotgunReloadFTimerHandle);
		}
		Delay = 0.0;
	}
}
I don't know why WeaponBaseMesh->PlayAnimation(PumpActionBase, false); is not firing. The animation is not firing it stays idle.