Compare commits

..

2 Commits

Author SHA1 Message Date
a5b0d5db84 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>
2026-06-01 09:41:06 +02:00
cfade2a265 PS_AI_Behavior: make spline StopFollowing a firm, BT-respected stop
StopFollowing() now sets a bManuallyStopped flag (cleared only by an explicit StartFollowing/StartFollowingAtDistance). The FindAndFollowSpline and FollowSpline BT tasks bail while it is set, so the BT no longer auto-resumes a manual stop on the next tick. ResumeFollowing() also respects the flag. PauseFollowing() is unchanged (BT may resume).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-01 09:40:56 +02:00
6 changed files with 124 additions and 103 deletions

View File

@@ -32,6 +32,14 @@ EBTNodeResult::Type UPS_AI_Behavior_BTTask_FindAndFollowSpline::ExecuteTask(
return EBTNodeResult::Failed;
}
// Respect a manual StopFollowing(): do not search for or resume a spline until
// the caller explicitly StartFollowing() again. Without this, the task would
// resume any CurrentSpline and override the stop on the very next tick.
if (Follower->bManuallyStopped)
{
return EBTNodeResult::Failed;
}
// Debug: log state on entry
if (UPS_AI_Behavior_Statics::IsDebugEnabled(AIC->GetPawn()))
{
@@ -268,6 +276,18 @@ void UPS_AI_Behavior_BTTask_FindAndFollowSpline::TickTask(
return;
}
// Manual StopFollowing() requested mid-approach: cancel the move-to-spline and bail.
if (UPS_AI_Behavior_SplineFollowerComponent* StopCheck =
AIC->GetPawn()->FindComponentByClass<UPS_AI_Behavior_SplineFollowerComponent>())
{
if (StopCheck->bManuallyStopped)
{
AIC->StopMovement();
FinishLatentTask(OwnerComp, EBTNodeResult::Failed);
return;
}
}
// Check if we've reached the spline
if (AIC->GetMoveStatus() == EPathFollowingStatus::Idle)
{

View File

@@ -24,6 +24,12 @@ EBTNodeResult::Type UPS_AI_Behavior_BTTask_FollowSpline::ExecuteTask(
AIC->GetPawn()->FindComponentByClass<UPS_AI_Behavior_SplineFollowerComponent>();
if (!Follower) return EBTNodeResult::Failed;
// Respect a manual StopFollowing(): refuse to resume until an explicit restart.
if (Follower->bManuallyStopped)
{
return EBTNodeResult::Failed;
}
if (!Follower->CurrentSpline)
{
UE_LOG(LogPS_AI_Behavior, Warning, TEXT("[%s] FollowSpline: no current spline set."),

View File

@@ -802,6 +802,53 @@ bool APS_AI_Behavior_AIController::IsConversationActiveOnPawn() const
return ConvProp_bNetIsConversing->GetPropertyValue_InContainer(ConvComp);
}
void APS_AI_Behavior_AIController::ApplyMovementPaused(bool bPaused)
{
if (bPaused == bConversationPaused)
{
return; // no change — idempotent
}
bConversationPaused = bPaused;
// Blackboard flag read by the movement-branch decorators (Patrol / Spline).
if (Blackboard)
{
Blackboard->SetValueAsBool(PS_AI_Behavior_BB::ConversationPaused, bPaused);
}
if (bPaused)
{
StopMovement(); // cancel any in-flight MoveTo immediately
}
if (APawn* MyPawn = GetPawn())
{
if (auto* Spline = MyPawn->FindComponentByClass<UPS_AI_Behavior_SplineFollowerComponent>())
{
if (bPaused) { Spline->PauseFollowing(); }
else { Spline->ResumeFollowing(); }
}
}
UE_LOG(LogPS_AI_Behavior, Log, TEXT("[%s] Movement %s."),
*GetName(), bPaused ? TEXT("paused") : TEXT("resumed"));
}
void APS_AI_Behavior_AIController::DisableBehaviorMovement()
{
bMovementManuallyDisabled = true;
ApplyMovementPaused(true);
UE_LOG(LogPS_AI_Behavior, Log, TEXT("[%s] DisableBehaviorMovement — manual freeze (BT keeps running)."), *GetName());
}
void APS_AI_Behavior_AIController::EnableBehaviorMovement()
{
bMovementManuallyDisabled = false;
// Stay paused if a conversation is still active; otherwise resume.
ApplyMovementPaused(IsConversationActiveOnPawn());
UE_LOG(LogPS_AI_Behavior, Log, TEXT("[%s] EnableBehaviorMovement — manual freeze released."), *GetName());
}
void APS_AI_Behavior_AIController::UpdateGazeTarget(float DeltaSeconds)
{
if (!CachedGazeComponent.IsValid()) return;
@@ -842,117 +889,26 @@ void APS_AI_Behavior_AIController::UpdateGazeTarget(float DeltaSeconds)
}
}
// ── Priority 2: Conversation active manage movement pause via local VAD
// ── Priority 2: Conversation active OR manual freeze → pause movement ──
// The BT keeps running; a "ConversationPaused" Blackboard decorator blocks the
// movement branches (Patrol / Spline). Leave the Flee branch un-decorated so
// fleeing still works. Movement pauses as soon as the conversation is genuinely
// active (agent greeting included) — it no longer waits for the user to speak —
// or whenever DisableBehaviorMovement() was called.
{
const bool bConversing = IsConversationActiveOnPawn();
// Check local VAD: is the user actually speaking?
// The mic is on the PLAYER's Pawn — find it dynamically
bool bUserSpeaking = false;
if (MicProp_bIsUserSpeaking)
{
// Try cached mic first
UActorComponent* MicComp = CachedMicComponent.Get();
if (!MicComp)
{
// Find mic on any player pawn
static UClass* MicClass = LoadClass<UActorComponent>(nullptr,
TEXT("/Script/PS_AI_ConvAgent.PS_AI_ConvAgent_MicrophoneCaptureComponent"));
if (MicClass)
{
for (FConstPlayerControllerIterator It = GetWorld()->GetPlayerControllerIterator(); It; ++It)
{
if (APlayerController* PC = It->Get())
{
if (APawn* PlayerPawn = PC->GetPawn())
{
MicComp = PlayerPawn->FindComponentByClass(MicClass);
if (MicComp)
{
CachedMicComponent = MicComp;
break;
}
}
}
}
}
}
if (MicComp)
{
bUserSpeaking = MicProp_bIsUserSpeaking->GetPropertyValue_InContainer(MicComp);
}
}
// Once user has spoken during this conversation, stay paused until conversation ends
if (bConversing && bUserSpeaking)
{
bUserHasSpokenInConversation = true;
}
if (bConversing && bUserHasSpokenInConversation)
{
// Set BB flag to block movement branches via decorator
if (!bConversationPaused)
{
bConversationPaused = true;
if (Blackboard)
{
Blackboard->SetValueAsBool(PS_AI_Behavior_BB::ConversationPaused, true);
}
StopMovement();
APawn* ConvPawn = GetPawn();
if (ConvPawn)
{
auto* Spline = ConvPawn->FindComponentByClass<UPS_AI_Behavior_SplineFollowerComponent>();
if (Spline)
{
Spline->PauseFollowing();
}
}
UE_LOG(LogPS_AI_Behavior, Log, TEXT("[%s] User speaking — conversation pause."), *GetName());
}
ProximityGazeTarget = nullptr;
ProximityGazeDuration = 0.0f;
return; // Gaze managed by ConvAgent
}
ApplyMovementPaused(bMovementManuallyDisabled || bConversing);
if (bConversing)
{
// Connected but user hasn't spoken yet — don't touch gaze, don't pause
// Gaze is driven by the ConvAgent during conversation.
ProximityGazeTarget = nullptr;
ProximityGazeDuration = 0.0f;
return;
}
// Conversation ended — clear BB flag, resume movement
if (bConversationPaused)
{
bConversationPaused = false;
bUserHasSpokenInConversation = false;
if (Blackboard)
{
Blackboard->SetValueAsBool(PS_AI_Behavior_BB::ConversationPaused, false);
}
APawn* ConvPawn = GetPawn();
if (ConvPawn)
{
if (auto* Spline = ConvPawn->FindComponentByClass<UPS_AI_Behavior_SplineFollowerComponent>())
{
Spline->ResumeFollowing();
}
}
UE_LOG(LogPS_AI_Behavior, Log, TEXT("[%s] Conversation ended — resumed."), *GetName());
}
// Manual-only freeze (no active conversation): movement stays paused above,
// but proximity gaze below still runs so the NPC can look around.
}
// ── Priority 3/4: Proximity gaze ────────────────────────────────

View File

@@ -58,6 +58,7 @@ bool UPS_AI_Behavior_SplineFollowerComponent::StartFollowingAtDistance(
CurrentDistance = FMath::Clamp(StartDistance, 0.0f, Spline->GetSplineLength());
bMovingForward = bForward;
bIsFollowing = true;
bManuallyStopped = false; // an explicit Start lifts any previous manual stop
LastHandledJunctionIndex = -1;
UE_LOG(LogPS_AI_Behavior, Warning,
@@ -82,18 +83,23 @@ bool UPS_AI_Behavior_SplineFollowerComponent::StartFollowingAtDistance(
void UPS_AI_Behavior_SplineFollowerComponent::StopFollowing()
{
bIsFollowing = false;
UE_LOG(LogPS_AI_Behavior, Verbose, TEXT("[%s] Stopped following spline."),
// Firm, manual stop: the Behavior Tree spline tasks will refuse to re-start
// following until StartFollowing()/StartFollowingAtDistance() is called again.
bManuallyStopped = true;
UE_LOG(LogPS_AI_Behavior, Log, TEXT("[%s] StopFollowing: manual stop (BT will not auto-resume)."),
GetOwner() ? *GetOwner()->GetName() : TEXT("?"));
}
void UPS_AI_Behavior_SplineFollowerComponent::PauseFollowing()
{
// Pause is NOT a manual stop — the BT is allowed to resume it.
bIsFollowing = false;
}
void UPS_AI_Behavior_SplineFollowerComponent::ResumeFollowing()
{
if (CurrentSpline)
// Do not resume over a manual stop — only an explicit Start lifts that.
if (CurrentSpline && !bManuallyStopped)
{
bIsFollowing = true;
}

View File

@@ -134,6 +134,22 @@ public:
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_AI_Behavior")
void ResetBehavior();
/**
* Freeze the NPC's autonomous movement WITHOUT stopping the Behavior Tree.
* The BT keeps running (perception, threat, gaze, reactions) but movement
* branches are blocked via the ConversationPaused Blackboard flag, and any
* in-flight move is cancelled. Fleeing is NOT blocked (leave the Flee branch
* un-decorated). Use this to keep an NPC in place during a scripted moment
* (e.g. dialogue) regardless of the automatic conversation pause.
*/
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_AI_Behavior")
void DisableBehaviorMovement();
/** Release the manual movement freeze set by DisableBehaviorMovement().
* Movement stays paused if a conversation is still active. */
UFUNCTION(BlueprintCallable, Category = "ASTERION|PS_AI_Behavior")
void EnableBehaviorMovement();
protected:
virtual void OnPossess(APawn* InPawn) override;
virtual void OnUnPossess() override;
@@ -176,6 +192,11 @@ private:
/** Check if a conversation is active on the Pawn (via reflection on ElevenLabsComponent). */
bool IsConversationActiveOnPawn() const;
/** Apply (or release) the movement pause: syncs the ConversationPaused Blackboard
* flag, stops in-flight movement, and pauses/resumes the spline follower.
* No-op if the state is unchanged. */
void ApplyMovementPaused(bool bPaused);
// Cached reflection pointers (null if PS_AI_ConvAgent not loaded)
TWeakObjectPtr<UActorComponent> CachedGazeComponent;
FObjectProperty* GazeProp_TargetActor = nullptr;
@@ -194,6 +215,11 @@ private:
bool bConversationPaused = false;
bool bUserHasSpokenInConversation = false;
// True while movement is frozen by an explicit DisableBehaviorMovement() call.
// Combined with the automatic conversation pause: movement is paused when
// either this is set OR a conversation is active.
bool bMovementManuallyDisabled = false;
// Proximity gaze state
TWeakObjectPtr<AActor> ProximityGazeTarget;
float ProximityGazeDuration = 0.0f;

View File

@@ -106,6 +106,13 @@ public:
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Replicated, Category = "Spline Follower|Runtime")
bool bIsFollowing = false;
/** Set by StopFollowing(): a firm, manual stop. While true, the Behavior Tree
* spline tasks refuse to (re)start following — only an explicit StartFollowing()
* / StartFollowingAtDistance() clears it. This is what distinguishes a deliberate
* stop from PauseFollowing() (which the BT is allowed to auto-resume). */
UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Spline Follower|Runtime")
bool bManuallyStopped = false;
// ─── Delegates ──────────────────────────────────────────────────────
/** Fired when approaching a junction. Use to make custom spline selection. */