// Copyright Zelle Games #include "BTT_MoveToEnemy.h" #include "AIController.h" #include "Unit.h" EBTNodeResult::Type UBTT_MoveToEnemy::ExecuteTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory) { AcceptableRadius = Cast(OwnerComp.GetAIOwner()->GetPawn())->Range; return Super::ExecuteTask(OwnerComp, NodeMemory); }