BehaviotTree does not use the given keys

Nop. You must create a new Task Class…

`class UMyTask : public UBTTaskNode`

//Or Service:
`class UMyService : public UBTService`


//Or Decorator
class UMyDecorator : public UBTDecorator

This is the way i use to get a reference to the blackboard variable.

FBlackboardKeySelector AnyVariableInBlackboard;

this is the way to initialize it

and this is the way to get a pointer to the object


Take at look at this

All about BTTasks in C++ – The Games Dev