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);`
}