/*Behavior tree comp ref*/
UBehaviorTreeComponent* BehaviorComp;
/*----------Blackboard----------*/
/*Blackboard comp ref*/
UBlackboardComponent* BlackboardComp;
/*Blackboard keys*/
UPROPERTY(EditDefaultsOnly, Category = "AI")
FName LocationToGoKey;
/*----------Blackboard----------*/
/*I use the AActor class as the Template class so I can use the GetAllActorsOfClass function.
However, in this collection I\'m going to store all the Available ABotTargetPoint instances.*/
TArray<AActor*> BotTargetPoints;
/*Posses is executed when the character we want to control is spawned.
Inside this function, we initialize the blackboard and start the behavior tree*/
virtual void Possess(APawn* Pawn) override;
public:
/*----------Constructor----------*/
AMyAIController();
FORCEINLINE UBlackboardComponent* GetBlackboardComp() const { return BlackboardComp; }
FORCEINLINE TArray<AActor*> GetAvailableTargetPoints() { return BotTargetPoints; }