22 virtual void OnPossess(APawn* PossessedPawn)
override;
25 UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category =
"AI")
26 TObjectPtr<class UStateTreeAIComponent> StateTreeAIComponent;
28 UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "AI|Tags")
29 FGameplayTagContainer CurrentAITags;