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How do i avoid such Casts inside a Behaviour Tree decorator. As BlackBoardKeyselectors can only be read as a Object or Actor, i cant find a different way to get a Enemy_Parent
Behavior Trees in the Unreal Engine
Why does my AI Character's "Auto Possess AI" variable keep resetting to the default "Placed in World" after re-spawning instead of staying as "Placed in World or Spawned". This prevents the AI