Single Weapon mesh for local first person and Multiplayer Full Body

```C++

void UCombatComponent::EquipWeapon(AWeapon* WeaponToEquip)

{

if (SoldierCharacter == nullptr || WeaponToEquip == nullptr)

{

    return;

}



EquippedWeapon = WeaponToEquip;

EquippedWeapon->SetWeaponState(EWeaponState::EWS_Equipped);

if (SoldierCharacter->IsLocallyControlled())

{

    EquippedWeapon->GetWeaponMesh()->CastShadow = false;

    const USkeletalMeshSocket\* HandSocket = SoldierCharacter->GetFPSMesh()->GetSocketByName(FName("RightHandSocket"));

    if (HandSocket)

    {

        HandSocket->AttachActor(EquippedWeapon, SoldierCharacter->GetFPSMesh());

    }

}

else

{

    EquippedWeapon->GetWeaponMesh()->CastShadow = true;

    const USkeletalMeshSocket\* HandSocket = SoldierCharacter->GetMesh()->GetSocketByName(FName("RightHandSocket"));

    if (HandSocket)

    {

        HandSocket->AttachActor(EquippedWeapon, SoldierCharacter->GetMesh());

    }

}

EquippedWeapon->SetOwner(SoldierCharacter);

}

void UCombatComponent::OnRep_EquippedWeapon()

{

EquippedWeapon->SetWeaponState(EWeaponState::EWS_Equipped);

if (SoldierCharacter->IsLocallyControlled())

{

    EquippedWeapon->GetWeaponMesh()->CastShadow = false;

    const USkeletalMeshSocket\* HandSocket = SoldierCharacter->GetFPSMesh()->GetSocketByName(FName("RightHandSocket"));

    if (HandSocket)

    {

        HandSocket->AttachActor(EquippedWeapon, SoldierCharacter->GetFPSMesh());

    }

}

else

{

    EquippedWeapon->GetWeaponMesh()->CastShadow = true;

    const USkeletalMeshSocket\* HandSocket = SoldierCharacter->GetMesh()->GetSocketByName(FName("RightHandSocket"));

    if (HandSocket)

    {

        HandSocket->AttachActor(EquippedWeapon, SoldierCharacter->GetMesh());

    }

}

}

```

Weapon is not connecting to TP mesh for Simulated proxies.

OnRep_AttachmentReplication are override and didn’t called Super on weapon

OnRep_AttachmentReplication is overrided and empty so that OnRep_EquipWeapon can EquipWeapon can manage attachment respect to locally controlled but it is not.