bool UBTDecorator_BlueprintBase::IsDecoratorObserverActive() const { UBehaviorTreeComponent* OwnerComp = Cast<UBehaviorTreeComponent>(GetOuter()); return OwnerComp && OwnerComp->IsAuxNodeActive(this); }
bool UBTService_BlueprintBase::IsServiceActive() const { UBehaviorTreeComponent* OwnerComp = Cast<UBehaviorTreeComponent>(GetOuter()); const bool bIsActive = OwnerComp->IsAuxNodeActive(this); return bIsActive; }