Hi Guys, i put this question in Get a reference of a BehaviorTree created inside the Editor - UE4 AnswerHub but no answers, so i put here to see if anyone from here can help me, please.
I need to get the instance of a BehaviorTree created in the Editor (using Content Browser/Misscellaneous/BehaviorTree) in my AIController class.
I created the Behavior Tree inside the editor to see the Workflow and setup graphically but i like to get a instance of this behavior tree inside my AIController extended c++ class. To do a RunBehaviorTree with this reference. How i can do this, how i can get a reference of a BehaviorTree created inside the Editor ??
I know, i can do this in AIController blueprint connecting the Begin Play node to Run behavior Tree node and select the corresponding Asset, but i like to do this in Cpp. My problem is getting the BehaviorTree instance.
I trying using
static ConstructorHelpers::FObjectFinder BehaviorTreeBPClass(TEXT(“BehaviorTree’/Game/MyBehaviorTree.MyBehaviorTree’”));
inside AIController constructor but when i run this the editor show me this Message in the log tab.
Error /Game/MyBehaviorTree: Can’t find file for asset. /Script/BehaviorTreeEditor
Info Failed to load /Script/BehaviorTreeEditor.BehaviorTreeGraph Referenced by MyBehaviorTree Property /Script/AIModule.BehaviorTree:BTGraph
Info Failed to load /Script/BehaviorTreeEditor.BehaviorTreeGraph Referenced by MyBehaviorTree Property /Script/Engine.Blueprint:EditedDocumentInfo.EditedObject
The BehaviorTree for this test only have the Root node.
Thanks and sorry for my bad english