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AI Enemy Combat System
System Features
- Behaviour Tree
- Senses (Sight, Hearing and Damage)
- AI Perception
- State-Based Behaviour (Idle, Patrol, Investigating, Attacking)
- Lose Sight System
- EQS Enquiries
- Chase System using NavMesh
- Combat Mechanics
- Teams
- Token Based Attack System
- Patrol Routes
Behaviour Tree
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Enemy AI Event Graph
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EQS Enquiry
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Player Event Graph
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AI Controller
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Functions
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Blueprint Based Tasks
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