Initialization of BehaviourTree Key using Blueprint

Hello,

I have a behaviour tree that i have been using for a while and i’ve had no problems so far with it.
Today i wanted to add a key to my blackboard but i wanted the key to have a initial value.

This is how i initialize:

This is what i do inside my behaviour tree:

And the result is what i want when i use the path where i get value as vector, it prints 1.0 on the screen.
But when i use the other path where i have ExperienceMotor as a BlackBoardKeySelector, it prints the FLOAT_MAX equivalent. It is as if the BT is not using the same blackboard but a copy of it

So , how do i initialize what the experienceMotor is refering?
I know i can do a set of the value, but i didn’t want to have a branch on my function to check if they have been initialized or not, i should be able to initialize before running it.

It has been solved, i forgot to go to the default checkbox in my function. Hard to remmember about it.