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