Add **Behavior Tree** asset type and editing
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20
Source/Engine/AI/BehaviorTreeNodes.cpp
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20
Source/Engine/AI/BehaviorTreeNodes.cpp
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// Copyright (c) 2012-2023 Wojciech Figat. All rights reserved.
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#include "BehaviorTreeNodes.h"
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#include "Engine/Serialization/Serialization.h"
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void BehaviorTreeNode::Serialize(SerializeStream& stream, const void* otherObj)
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{
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SerializableScriptingObject::Serialize(stream, otherObj);
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SERIALIZE_GET_OTHER_OBJ(BehaviorTreeNode);
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SERIALIZE(Name);
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}
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void BehaviorTreeNode::Deserialize(DeserializeStream& stream, ISerializeModifier* modifier)
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{
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SerializableScriptingObject::Deserialize(stream, modifier);
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Name.Clear(); // Missing Name is assumes as unnamed node
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DESERIALIZE(Name);
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}
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