Hey Guys
I’ve been playing around with 4.3 and would like to know how we should use Behavior Trees now in 4.3. The previous version’s code was like this
static ConstructorHelpers::FObjectFinder<UBehaviorTree> BehaviorTreeBP(TEXT("BehaviorTree'/Game/Blueprints/Behavior/MyAIBehaviorTree.MyAIBehaviorTree'"));
if (BehaviorTreeBP.Succeeded())
{
MyAIBehaviorTree = BehaviorTreeBP.Object;
}
UPROPERTY(VisibleAnywhere, Category = Behavior)
TSubobjectPtr<class UBlackboardComponent> BlackboardComp;
UPROPERTY(VisibleAnywhere, Category = Behavior)
TSubobjectPtr<class UBehaviorTreeComponent> BehaviorComp;
BlackboardComp = PCIP.CreateDefaultSubobject<UBlackboardComponent>(this, TEXT("BlackBoardComp"));
BehaviorComp = PCIP.CreateDefaultSubobject<UBehaviorTreeComponent>(this, TEXT("BehaviorComp"));
However, now it all generates errors as if an #include < … > in not included. Any ideas ??