I have a C++ class inheriting from UBTTask_BlackboardBase.
The header is as follows:
#pragma once
#include "CoreMinimal.h"
#include "BehaviorTree/Tasks/BTTask_BlackboardBase.h"
#include "BTTask_FindPathPoint.generated.h"
UCLASS()
class DEMOPROJECT UBTTask_FindPathPoint : public UBTTask_BlackboardBase
{
GENERATED_BODY()
virtual EBTNodeResult::Type ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) override;
};
The implementation is as follows:
#include "BTTask_FindPathPoint.h"
EBTNodeResult::Type UBTTask_FindPathPoint::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory)
{
return EBTNodeResult::Failed;
}
It compiles without errors, but the task is not visible when trying to add it to a Behavior Tree (Blueprint). Is it possible to use custom tasks written in C++ in behavior trees?