- Attack/CoverShootCycle: de-escalate to Alerted on failure so decorator can re-trigger when threat returns (fixes BT stuck on spline branch) - UpdateThreat: keep BB ThreatActor during brief perception gaps instead of clearing immediately (use LOS timeout for graceful degradation) - HasLineOfSight: ignore actors up the attachment chain so trace doesn't hit the target Pawn's capsule when aiming at its AimTarget child actor - NoTeam actors (spectators, editor pawns) treated as Neutral instead of Hostile, plus SpectatorPawn explicit filter in perception - BB debug key ThreatPawnName shows owning Pawn name (resolved via perception's LastThreatOwningPawn) instead of cryptic AimTarget name - FindOwningPawn promoted to public static on PerceptionComponent Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
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Eleven Labs Integration for Unreal Engine 5.5
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