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Behaviour Tree in C++ not working correctly - Please help!

I’m just following some online tutorials on setting up some basic AI system and I’m trying to create a BehaviourTreeComponent in C++. But whenever I try to create it in my Ai Controller constructor it just won’t compile. the errors I’m seeing on Visual Studios are Error LNK1104 and System.UnauthorizedAccessException. I haven’t no idea why it’s doing that because whenever I comment it out, it compiles correctly and it runs. What exactly is wrong with it? Is it something to do with me? Or is it the Engine itself that’s a bit buggy?

Here’s the code I have:

Header


/**
 * 
 */
UCLASS()
class ATigerController : public AAIController
{
	GENERATED_UCLASS_BODY()

	UPROPERTY(transient)
	TSubobjectPtr<class UBlackboardComponent> BlackboardComp;

	UPROPERTY(transient)
		TSubobjectPtr<class UBehaviorTreeComponent> BehaviorComp;

	virtual void Possess(class APawn* InPawn) OVERRIDE;

	virtual void BeginInactiveState() OVERRIDE;
};

CPP


ATigerController::ATigerController(const class FPostConstructInitializeProperties& PCIP)
	: Super(PCIP)
{
	BlackboardComp = PCIP.CreateDefaultSubobject<UBlackboardComponent>(this, TEXT("BlackBoardComp"));

	BehaviorComp = PCIP.CreateDefaultSubobject<UBehaviorTreeComponent>(this, TEXT("BehaviorComp"));

	bWantsPlayerState = true;
	PrimaryActorTick.bCanEverTick = true;
}

void ATigerController::Possess(APawn* InPawn)
{
	Super::Possess(InPawn);

}

void ATigerController::BeginInactiveState()
{
	Super::BeginInactiveState();
}

Any help on this would be greatly appreciated.

thanks