j.foucher e7c3598dce Fix combat cycle, spline resume, team identity, and debug system
- 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>
2026-03-27 12:43:08 +01:00
2026-03-27 08:11:03 +01:00
V1
2026-03-03 14:01:26 +01:00
V1
2026-03-03 14:01:26 +01:00
Description
Eleven Labs Integration for Unreal Engine 5.5
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