New plugin providing a complete NPC behavior framework: - Personality system: score-based traits (Courage, Aggressivity, Caution, Loyalty, Discipline) with PersonalityProfile data assets and runtime-modifiable traits - NPC types: Civilian, Enemy, Protector with team affiliation and perception - IPS_AI_Behavior interface: decoupled bridge between plugin and host project (type, hostility, team, movement speed, state notifications) - AIController: auto Blackboard setup, BT launch, team ID mapping, GetTeamAttitudeTowards (Civilian<->Protector friendly), soft ConvAgent binding - Perception: sight/hearing/damage senses, target priority system per profile, multi-player support, ClassifyActor helper - BT nodes: UpdateThreat, EvaluateReaction services; CheckTrait decorator; Patrol, FleeFrom, FindCover, Attack, FollowSpline, FindAndFollowSpline tasks - Combat: CombatComponent with range, cooldown, damage, NetMulticast attack events - Spline navigation: SplinePath actors (typed), SplineNetwork subsystem with junction detection, SplineFollowerComponent for fluid movement - Cover points: manually placed CoverPoint actors (Cover/HidingSpot), occupancy system, hybrid BTTask (manual + procedural fallback), EQS generator for cover point queries - Editor tools: SplineEdMode with interactive placement, cover point tool, SplinePanel (list, create, validate, snap-to-ground), SplineVisualizer (junctions, direction arrows, distance markers) - Replication: CurrentState, ThreatLevel, CurrentTarget, CurrentSpline replicated for multiplayer; server-authoritative AI with client cosmetic callbacks - Movement speed per state: configurable in PersonalityProfile, applied via interface Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Description
Eleven Labs Integration for Unreal Engine 5.5
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