a5b0d5db845aaecb82c98b02ebe5366cbe47b743
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>
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Eleven Labs Integration for Unreal Engine 5.5
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