Where is the aim/shoot logic in LYRA?

Please comment out there.

LyraGameplayAbility_RangedWeapon.cpp

void ULyraGameplayAbility_RangedWeapon::OnTargetDataReadyCallback(const FGameplayAbilityTargetDataHandle& InData, FGameplayTag ApplicationTag)


.......
		if (bIsTargetDataValid && CommitAbility(CurrentSpecHandle, CurrentActorInfo, CurrentActivationInfo))
		{
			// We fired the weapon, add spread
			ULyraRangedWeaponInstance* WeaponData = GetWeaponInstance();
			check(WeaponData);
			WeaponData->AddSpread();  // <--Comment Out there!!

			// Let the blueprint do stuff like apply effects to the targets
			OnRangedWeaponTargetDataReady(LocalTargetDataHandle);
		}
		else
		{
			UE_LOG(LogLyraAbilitySystem, Warning, TEXT("Weapon ability %s failed to commit (bIsTargetDataValid=%d)"), *GetPathName(), bIsTargetDataValid ? 1 : 0);
			K2_EndAbility();
		}
........