- Fix EQS SetScore filter bug: pass FloatValueMin/Max instead of hardcoded 0/1 (filters were ignored) - Add LateralSpread to LineOfSight EQS test: multiple traces for wider LOS check - Add bDrawDebug to CoverQuality and LineOfSight EQS tests - Ignore ThreatActor collision in EQS traces (AimTargetActor was blocking its own LOS) - Add navmesh projection in EQSContext_CoverLocation for cover points inside geometry - Add omniscient awareness: enemies detect top-priority targets (Protectors) within sight radius without perception cone - Suppress target switching during TakingCover state to prevent cover invalidation - Fix flanking check: trace at chest height instead of feet - Add debug visualization for EQS fallback paths (NO REFINE, NO FIRE POS, IN PLACE) - Clean up diagnostic logs: verbose for per-trace EQS details, log level for summaries Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Description
Eleven Labs Integration for Unreal Engine 5.5
Languages
C++
90%
Python
4.8%
HTML
4.3%
Batchfile
0.6%
C#
0.3%