UCombatComponent::UCombatComponent()
{
PrimaryComponentTick.bCanEverTick = true;
}
void UCombatComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
FHitResult HitResult;
TraceUnderCrosshairs(HitResult);
}