private:
/*Behavior Tree component reference*/
UBehaviorTreeComponent* BehaviorComp;
/*Blackboard comp ref*/
UBlackboardComponent* BlackboardComp;
public:
/*Constructor*/
AMyAIController();
/*Blackboard key*/
UPROPERTY(EditDefaultsOnly, Category = "AI")
FName BlackboardKey = "Target";
/*Executes right when the controller possess a Pawn*/
virtual void Possess(APawn* Pawn) override;
/*Sets the sensed target in the blackboard*/
void SetSeenTarget(APawn* Pawn);