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>