class U
{
public:
ย ย ย  virtual ~U();
}


class FGameProperty
{
public:
ย ย ย  int Hp;
}

class AActor : public U, class FGameProperty
{

}
์ผ๋•Œ,

AActor* Character = new AActor{};
dynamic_cast<FGameProperty*>(Character);

์ฒ˜๋Ÿผ dynamic_cast๋ฅผ ์จ๋„ ๋จ?
์ผ๋‹จ ์ €๋Ÿฐ์‹์œผ๋กœ ์ฝ”๋”ฉ์งœ์„œ ๊ฒŒ์ž„์ด ๋Œ์•„๊ฐ€๊ธด ๋Œ์•„๊ฐ€๋˜๋ฐ,

์ •ํ™•ํ•˜๊ฒŒ ์™œ ๋˜๋Š”๊ฑด์ง€/์•ˆ๋ผ๋Š”๊ฑด์ง€ ์„ค๋ช…ํ•ด์ค„์ˆ˜ ์žˆ์Œ??



๊ทธ๋ฆฌ๊ณ 

__interface IAttackable
{

}

์ด ์ธํ„ฐํŽ˜์ด์Šค๋Š” ๊ฐ€์ƒ ์†Œ๋ฉธ์ž๋ฅผ ๊ฐ€์ง€๊ณ  ์žˆ์Œ??