Cant dereference pointer to UBehaviorTree (UE4 4.6)

While porting the project to UE4 4.6 I came across a issue i cant seem to find a work arround for…

I have UBehaviorTree pointer inside my AI Character class which i simply use to initialize its controller behavior tree, it was working fine in UE4 4.5, In 4.6 i get a compiling error about no possible conversion function from UBehaviorTree to UBehaviorTree* exists, a quick search lead me that i simply needed to dereference the pointer, So i did that

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

	ATTCustomerCharacter* Bot = Cast<ATTCustomerCharacter>(InPawn);

	// start behavior
	if (Bot && Bot->BotBehavior)
	{
		//BlackboardComp->InitializeBlackboard(Bot->BotBehavior->BlackboardAsset);
		
		BehaviorComp->StartTree(*(Bot->BotBehavior));
		//RunBehaviorTree(Bot->BotBehavior);
	}
}

Yet it still doesnt compile, according to the compiler the error is

cannot convert argument 1 from 'UBehaviorTree' to 'UBehaviorTree *'
1>          No user-defined-conversion operator available that can perform this conversion, or the operator cannot be called

and the Pointer to the behavior tree

UPROPERTY(EditAnywhere, Category = Behavior)
	class UBehaviorTree *BotBehavior;

Nevermind, it seems that the Unreal Build tool forgot to update the BehaviorTree header since the function was still asking for a pointer instead of a reference, i changed that and now its working fine