Is there a BT Task node function that is executed when the behaviour tree is started by the AI controller?
I would like to pre-allocate memory to save some objects that I otherwise have to keep casting
every time the node is executed.
Tried using InitializeMemory but the function executes before the AI controller has been assigned its owning pawn so getPawn() returns null.
Is there a function that runs for all nodes once the behaviour tree logic has been started? or after the AI controller has received its pawn?