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This PR extends BTTask_FlyTo to accept Actors as well as Vectors in its target BlackBoard key. The system works by using the same UProperties that define if and how the task adapts to changes in Vector BlackBoard keys. On tick, if the target BlackBoard key is an Actor and has moved RecalculatePathTolerance from the current end of the path, BTTask_FlyTo calculates a new path to that actor's new location.

This ended up being useful in my game where AI creatures needed to follow the player around, as their b-trees didn't accommodate the multiple-node solution of the PursuitChaseBehavior example. I hope you find it useful as well!

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