- Add TeamComponent for player pawn team identity (Role-based: Civilian/Enemy/Protector) - Add IsTargetActorValid to interface for dead target filtering - Fix GetTeamAttitudeTowards to check IGenericTeamAgentInterface + TeamComponent - Guarantee BehaviorStopAttack via OnTaskFinished (all exit paths) - Prevent Combat state without ThreatActor (stay Alerted until perception catches up) - Resume spline at closest point from current position after combat - Sync CurrentSpline and SplineProgress to Blackboard in FollowSpline tick - Auto-detect Patrol state when NPC has a spline (fixes Idle speed=0 blocking movement) - Add per-component debug toggles (Personality + SplineFollower independent) - Use AddMovementInput instead of RequestDirectMove for reliable post-combat movement - Add bTickInEditor for Personality debug in Simulate mode 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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