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  1. private:
  2.     /*Behavior Tree component reference*/
  3.     UBehaviorTreeComponent* BehaviorComp;
  4.  
  5.     /*Blackboard comp ref*/
  6.     UBlackboardComponent* BlackboardComp;
  7.  
  8. public:
  9.  
  10.     /*Constructor*/
  11.     AMyAIController();
  12.  
  13.     /*Blackboard key*/
  14.     UPROPERTY(EditDefaultsOnly, Category = "AI")
  15.     FName BlackboardKey = "Target";
  16.  
  17.     /*Executes right when the controller possess a Pawn*/
  18.     virtual void Possess(APawn* Pawn) override;
  19.  
  20.     /*Sets the sensed target in the blackboard*/
  21.     void SetSeenTarget(APawn* Pawn);
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