Make Hierarchical Task Network with Behavior Trees

Hey there! I want to implement my game AI based on HTN. Unreal will provide those later on, but for now all I have are Behaviour Trees. What do you think, is it possible to use BT for now, just to simulate how HTN works (without all the optimization benefits and stuff) and then later on just move onto normal HTN code base? Or, BT are missing some essential nodes to make this happen? I am asking this question on a high-level, if you think BT are enough to workaround the stuff (like, maybe by using parallel nodes where appropriate), then I’ll actually go and learn more about that.