BehaviotTree does not use the given keys

Use this instead “literals”

.H

UPROPERTY(EditAnywhere) 
FBlackboardKeySelector TargetActor;

.CPP

void UMyClass::InitializeFromAsset(UBehaviorTree& Asset)
{
	Super::InitializeFromAsset(Asset);
 
	UBlackboardData* BBAsset = GetBlackboardAsset();
	if (ensure(BBAsset))
	{
		TargetActor.ResolveSelectedKey(*BBAsset);;
	}
}

void UMyClass::Whatever()
{
`UObject *Object = BlackboardComponent->GetValueAsObject(TargetActor.SelectedKeyName);`
}