I have an NPC with a developed Behavior Tree and AI (VisAI attached below) but no animation.
I need an animated NPC which runs this behavior tree.
I want to use the ALS NPC integrated into my class hierarchy (see my class hierarchy as attached), either replacing or between the locomotion layer and the AI layer, so that the AI layer can communicate with ALS layer.
The VisAI behavior task classes need refactoring to communicate with the ALS layer.
UE5 coding standards and naming conventions (as detailed in my readme e.g. (link removed)) need to be followed.
Considering ALS4 is super popular I would prefer you to have experience with it.
You need a good understanding of blueprints and familiarity with how game animations work. ALS is not a plug-and-play system and can be confusing if you are new to Unreal.
You need to include the corresponding ALS animations for all behavior states. Align with me on which animations should be used per state.
The NPC needs to work as described in the behavior states diagram with the corresponding ALS animation when the player approaches it.
Development presumably only in blueprint, but character base class is C++, so ability to read C++ code may be helpful.