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
}