PS_AI_Behavior: freeze movement during conversation + manual lever
Auto pause now triggers as soon as a conversation is genuinely active (agent greeting included) instead of waiting for the user to speak — the NPC no longer walks away during its opening line. Add DisableBehaviorMovement()/EnableBehaviorMovement() (BlueprintCallable): freeze the NPC's autonomous movement while keeping the Behavior Tree running (perception, threat, gaze, reactions). Movement is paused when EITHER manually disabled OR a conversation is active. Both drive the ConversationPaused Blackboard flag read by the movement-branch decorators; leave the Flee branch un-decorated so fleeing still works. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -802,6 +802,53 @@ bool APS_AI_Behavior_AIController::IsConversationActiveOnPawn() const
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return ConvProp_bNetIsConversing->GetPropertyValue_InContainer(ConvComp);
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}
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void APS_AI_Behavior_AIController::ApplyMovementPaused(bool bPaused)
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{
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if (bPaused == bConversationPaused)
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{
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return; // no change — idempotent
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}
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bConversationPaused = bPaused;
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// Blackboard flag read by the movement-branch decorators (Patrol / Spline).
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if (Blackboard)
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{
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Blackboard->SetValueAsBool(PS_AI_Behavior_BB::ConversationPaused, bPaused);
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}
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if (bPaused)
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{
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StopMovement(); // cancel any in-flight MoveTo immediately
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}
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if (APawn* MyPawn = GetPawn())
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{
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if (auto* Spline = MyPawn->FindComponentByClass<UPS_AI_Behavior_SplineFollowerComponent>())
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{
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if (bPaused) { Spline->PauseFollowing(); }
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else { Spline->ResumeFollowing(); }
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}
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}
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UE_LOG(LogPS_AI_Behavior, Log, TEXT("[%s] Movement %s."),
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*GetName(), bPaused ? TEXT("paused") : TEXT("resumed"));
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}
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void APS_AI_Behavior_AIController::DisableBehaviorMovement()
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{
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bMovementManuallyDisabled = true;
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ApplyMovementPaused(true);
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UE_LOG(LogPS_AI_Behavior, Log, TEXT("[%s] DisableBehaviorMovement — manual freeze (BT keeps running)."), *GetName());
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}
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void APS_AI_Behavior_AIController::EnableBehaviorMovement()
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{
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bMovementManuallyDisabled = false;
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// Stay paused if a conversation is still active; otherwise resume.
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ApplyMovementPaused(IsConversationActiveOnPawn());
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UE_LOG(LogPS_AI_Behavior, Log, TEXT("[%s] EnableBehaviorMovement — manual freeze released."), *GetName());
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}
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void APS_AI_Behavior_AIController::UpdateGazeTarget(float DeltaSeconds)
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{
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if (!CachedGazeComponent.IsValid()) return;
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@@ -842,117 +889,26 @@ void APS_AI_Behavior_AIController::UpdateGazeTarget(float DeltaSeconds)
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}
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}
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// ── Priority 2: Conversation active → manage movement pause via local VAD
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// ── Priority 2: Conversation active OR manual freeze → pause movement ──
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// The BT keeps running; a "ConversationPaused" Blackboard decorator blocks the
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// movement branches (Patrol / Spline). Leave the Flee branch un-decorated so
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// fleeing still works. Movement pauses as soon as the conversation is genuinely
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// active (agent greeting included) — it no longer waits for the user to speak —
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// or whenever DisableBehaviorMovement() was called.
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{
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const bool bConversing = IsConversationActiveOnPawn();
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// Check local VAD: is the user actually speaking?
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// The mic is on the PLAYER's Pawn — find it dynamically
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bool bUserSpeaking = false;
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if (MicProp_bIsUserSpeaking)
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{
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// Try cached mic first
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UActorComponent* MicComp = CachedMicComponent.Get();
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if (!MicComp)
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{
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// Find mic on any player pawn
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static UClass* MicClass = LoadClass<UActorComponent>(nullptr,
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TEXT("/Script/PS_AI_ConvAgent.PS_AI_ConvAgent_MicrophoneCaptureComponent"));
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if (MicClass)
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{
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for (FConstPlayerControllerIterator It = GetWorld()->GetPlayerControllerIterator(); It; ++It)
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{
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if (APlayerController* PC = It->Get())
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{
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if (APawn* PlayerPawn = PC->GetPawn())
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{
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MicComp = PlayerPawn->FindComponentByClass(MicClass);
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if (MicComp)
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{
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CachedMicComponent = MicComp;
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break;
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}
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}
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}
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}
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}
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}
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if (MicComp)
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{
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bUserSpeaking = MicProp_bIsUserSpeaking->GetPropertyValue_InContainer(MicComp);
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}
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}
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// Once user has spoken during this conversation, stay paused until conversation ends
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if (bConversing && bUserSpeaking)
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{
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bUserHasSpokenInConversation = true;
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}
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if (bConversing && bUserHasSpokenInConversation)
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{
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// Set BB flag to block movement branches via decorator
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if (!bConversationPaused)
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{
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bConversationPaused = true;
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if (Blackboard)
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{
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Blackboard->SetValueAsBool(PS_AI_Behavior_BB::ConversationPaused, true);
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}
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StopMovement();
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APawn* ConvPawn = GetPawn();
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if (ConvPawn)
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{
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auto* Spline = ConvPawn->FindComponentByClass<UPS_AI_Behavior_SplineFollowerComponent>();
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if (Spline)
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{
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Spline->PauseFollowing();
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}
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}
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UE_LOG(LogPS_AI_Behavior, Log, TEXT("[%s] User speaking — conversation pause."), *GetName());
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}
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ProximityGazeTarget = nullptr;
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ProximityGazeDuration = 0.0f;
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return; // Gaze managed by ConvAgent
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}
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ApplyMovementPaused(bMovementManuallyDisabled || bConversing);
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if (bConversing)
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{
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// Connected but user hasn't spoken yet — don't touch gaze, don't pause
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// Gaze is driven by the ConvAgent during conversation.
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ProximityGazeTarget = nullptr;
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ProximityGazeDuration = 0.0f;
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return;
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}
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// Conversation ended — clear BB flag, resume movement
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if (bConversationPaused)
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{
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bConversationPaused = false;
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bUserHasSpokenInConversation = false;
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if (Blackboard)
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{
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Blackboard->SetValueAsBool(PS_AI_Behavior_BB::ConversationPaused, false);
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}
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APawn* ConvPawn = GetPawn();
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if (ConvPawn)
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{
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if (auto* Spline = ConvPawn->FindComponentByClass<UPS_AI_Behavior_SplineFollowerComponent>())
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{
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Spline->ResumeFollowing();
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}
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}
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UE_LOG(LogPS_AI_Behavior, Log, TEXT("[%s] Conversation ended — resumed."), *GetName());
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}
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// Manual-only freeze (no active conversation): movement stays paused above,
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// but proximity gaze below still runs so the NPC can look around.
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}
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// ── Priority 3/4: Proximity gaze ────────────────────────────────
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@@ -134,6 +134,22 @@ public:
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UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_AI_Behavior")
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void ResetBehavior();
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/**
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* Freeze the NPC's autonomous movement WITHOUT stopping the Behavior Tree.
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* The BT keeps running (perception, threat, gaze, reactions) but movement
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* branches are blocked via the ConversationPaused Blackboard flag, and any
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* in-flight move is cancelled. Fleeing is NOT blocked (leave the Flee branch
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* un-decorated). Use this to keep an NPC in place during a scripted moment
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* (e.g. dialogue) regardless of the automatic conversation pause.
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*/
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UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_AI_Behavior")
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void DisableBehaviorMovement();
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/** Release the manual movement freeze set by DisableBehaviorMovement().
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* Movement stays paused if a conversation is still active. */
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UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_AI_Behavior")
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void EnableBehaviorMovement();
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protected:
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virtual void OnPossess(APawn* InPawn) override;
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virtual void OnUnPossess() override;
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@@ -176,6 +192,11 @@ private:
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/** Check if a conversation is active on the Pawn (via reflection on ElevenLabsComponent). */
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bool IsConversationActiveOnPawn() const;
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/** Apply (or release) the movement pause: syncs the ConversationPaused Blackboard
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* flag, stops in-flight movement, and pauses/resumes the spline follower.
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* No-op if the state is unchanged. */
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void ApplyMovementPaused(bool bPaused);
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// Cached reflection pointers (null if PS_AI_ConvAgent not loaded)
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TWeakObjectPtr<UActorComponent> CachedGazeComponent;
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FObjectProperty* GazeProp_TargetActor = nullptr;
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@@ -194,6 +215,11 @@ private:
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bool bConversationPaused = false;
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bool bUserHasSpokenInConversation = false;
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// True while movement is frozen by an explicit DisableBehaviorMovement() call.
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// Combined with the automatic conversation pause: movement is paused when
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// either this is set OR a conversation is active.
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bool bMovementManuallyDisabled = false;
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// Proximity gaze state
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TWeakObjectPtr<AActor> ProximityGazeTarget;
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float ProximityGazeDuration = 0.0f;
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