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AI Combat System

IN PROGRESS

A single enemy archetype with a full C++-driven behavior tree: patrol, investigate, chase, attack, flee.

CAPTURE PENDING

Gameplay capture coming soon.

ENGINE
Unreal Engine 5
LANGUAGE
C++
SYSTEMS
Behavior TreeBlackboardState MachinePerception

Core decision logic for an AI enemy written in C++ against UE5's Behavior Tree and Blackboard framework, rather than left entirely in Blueprint. Covers patrol, player detection via AI Perception, chase, attack, and a low-health flee state.