65b86e2fbd715b63eb5a9c4b9cff1e6d53c1b891
- 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>
Description
Eleven Labs Integration for Unreal Engine 5.5
Languages
C++
90.8%
Python
4.3%
HTML
3.8%
Batchfile
0.5%
C#
0.4%
Other
0.2%