void AEnemy::BeginPlay()
{
Super::BeginPlay();
GetWorldTimerManager().SetTimer(timerHandleMakeBullet, this, &AEnemy::MakeEnemyBullet, FMath::FRandRange(minMakeTime, maxMakeTime), false);
}
void AEnemy::MakeEnemyBullet()
{
FVector loc = GetActorLocation() + GetActorForwardVector() * 100;
FRotator rot = GetActorRotation();
GetWorld()->SpawnActor<ABullet>(enemyBulletFactory, loc, rot);
GetWorldTimerManager().SetTimer(timerHandleMakeBullet, this, &AEnemy::MakeEnemyBullet, FMath::FRandRange(minMakeTime, maxMakeTime), false);
}