so instead of
GetSightRayHitLocation(FVector& OutHitLocation) ;
we have
GetSightRayHitLocation(FVector OutHitLocation) ;*
and pass in the &OutHitLocation
so instead of
GetSightRayHitLocation(FVector& OutHitLocation) ;
we have
GetSightRayHitLocation(FVector OutHitLocation) ;*
and pass in the &OutHitLocation