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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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