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 
		}