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docs/blueprints/14-data-assets/117_DA_BehaviourVariant.md
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docs/blueprints/14-data-assets/117_DA_BehaviourVariant.md
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# DA_BehaviourVariant — Data Asset
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**Parent Class:** `UDataAsset`
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**Dependencies:** [`BPC_BehaviourVariantSelector`](../09-ai/)
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**Purpose:** Defines AI behaviour variants — patrol patterns, aggression levels, flee thresholds, and combat tactics.
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---
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## Variables / Structure
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| Field | Type | Description |
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|-------|------|-------------|
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| `VariantTag` | `FGameplayTag` | Unique behaviour variant identifier |
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| `AggressionLevel` | `float` | 0.0 (passive) to 1.0 (hyper-aggressive) |
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| `FleeHealthThreshold` | `float` | Health % below which AI flees |
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| `CombatTactic` | `ECombatTactic` | Flank, Rush, Ambush, Ranged, HitAndRun |
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| `PatrolSpeed` | `float` | Walk speed during patrol (cm/s) |
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| `ChaseSpeed` | `float` | Run speed during chase |
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| `DetectionModifier` | `float` | Multiplier for perception ranges |
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| `ReinforcementCallRadius` | `float` | Distance to call nearby allies |
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| `bCanUseCover` | `bool` | AI can use cover points |
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| `PreferredWeaponType` | `EWeaponType` | Melee, Ranged, Throwable |
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---
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## Gameplay Tags
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- Namespace: `Behaviour.<Type>` (e.g., `Behaviour.Aggressive`, `Behaviour.Stealthy`)
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---
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## Validation Rules
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- `VariantTag` must be unique
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- `AggressionLevel` must be 0.0-1.0
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---
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## Example Data
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| Field | Value |
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|-------|-------|
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| VariantTag | `Behaviour.Aggressive.Hunter` |
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| AggressionLevel | 0.8 |
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| FleeHealthThreshold | 0.15 |
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| CombatTactic | Flank |
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---
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## Consumed By
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- [`BPC_BehaviourVariantSelector`](../09-ai/)
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- [`AI_BaseAgentController`](../09-ai/AI_BaseAgentController.md)
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## Reuse Notes
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- Behaviour variants are data-driven; new tactics added without code
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- Variant selection is influenced by difficulty, fear, and narrative state
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