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npc-logic

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Advise on how to architect complicated NPC / creature / enemy AI in Unreal Engine — the layered model (multi-sense perception → pawn-side awareness memory → StateTree decision → action execution → data-asset tuning) and how to turn a behavior spec into that structure. Use when someone wants to "design enemy/creature/companion AI", "structure AI behavior", "how should I use StateTree for AI", "add perception/senses", "build an AI to this spec", "why is my AI flickering between targets", "should this be a StateTree task or a condition", or "how do I keep AI logic out of the tree". Neutral, UE-fact-grounded, design-level advisor — it teaches the architecture and helps you shape it to spec; it is not a creature/game-specific behavior library and not a code generator.

التثبيت

التثبيت باستخدام Codex أو Claude انسخ هذا Prompt والصقه في Codex أو Claude أو مساعد آخر ليراجع صفحة Skill ويثبّتها لك.

SKILL.md
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