void ASZombieAIController::Possess(class APawn* InPawn)
{
	Super::Possess(InPawn);

	ASZombieCharacter* ZombieBot = Cast<ASZombieCharacter>(InPawn);
	if (ZombieBot)
	{
		if (ZombieBot->BehaviorTree->BlackboardAsset)
		{
			BlackboardComp->InitializeBlackboard(*ZombieBot->BehaviorTree->BlackboardAsset);

			/* Make sure the Blackboard has the type of bot we possessed */
			SetBlackboardBotType(ZombieBot->BotType);
		}

		BehaviorComp->StartTree(*ZombieBot->BehaviorTree);
	}
}
void ACitizenAIController::Possess(class APawn* InPawn)
{
	Super::Possess(InPawn);

	ACitizenAICharacter* CitiActor = Cast<ACitizenAICharacter>(InPawn);
	if (CitiActor)
	{
		SightConfig->SightRadius = CitiActor->SightRangeValue;
		SightConfig->PeripheralVisionAngleDegrees = CitiActor->PeripheralRangeValue;
		AIPerceptionComp->OnPerceptionUpdated.AddDynamic(this, &ACitizenAIController::SenseStuff);
		AIPerceptionComp->ConfigureSense(*SightConfig);

		if (CitiActor->BehaviorTree->BlackboardAsset)
		{
			BlackboardComp->InitializeBlackboard(*CitiActor->BehaviorTree->BlackboardAsset);

			/* Make sure the Blackboard has the type of bot we possessed */
			SetBlackboardBotType(CitiActor->BotType);
		}

		BehaviorComp->StartTree(*CitiActor->BehaviorTree);
	}
}