f338c0586e1406bf01735f257c0e07a8fcb68c63
- AIController::ResetBehavior() — immediate reset to initial-tick state: stops movement, clears all BB threat/cover/patrol keys, recomputes TeamId, forces state to Idle (triggers speed update via HandleStateChanged). For civilian calm-down, enemy surrender, mission reset. - PersonalityComponent::ResetRuntimeState() — clears PerceivedThreatLevel and combat/cover cycle internals. Traits preserved. - PersonalityComponent::EvaluateReaction() — disguised Enemy (hostile=false) never returns Combat regardless of threat level. Prevents stuck-in-combat bug when hostility flips mid-fight. - BTService_EvaluateReaction — when hostile flips true→false, soft de-escalation: clears threat so next ApplyReaction transitions to Idle naturally (no abrupt movement stop). Co-Authored-By: Claude Opus 4.6 (1M context) <noreply@anthropic.com>
Description
Eleven Labs Integration for Unreal Engine 5.5
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