What the system does not do
ADS AI System provides a technical foundation that makes it easier to use AI Perception, a Behavior Tree, and a Blackboard in Unreal Engine. However, it does not automatically create complete, ready-to-use AI.
The system does not replace a Behavior Tree. It can start a Behavior Tree and facilitate communication with the Blackboard, but patrol, pursuit, attack, fleeing, search, dialogue, and decision-making logic must be created in your own Behavior Trees, Tasks, Services, Decorators, or Blueprints.
The system does not automatically create Blackboard keys. Blueprint functions let you read or modify values, but the keys must exist in the Blackboard used by your Behavior Tree and have the expected type.
The system does not decide which targets are enemies, allies, or neutral. Faction, hostility, target priority, or ignore rules must be defined by your project.
The system does not automatically generate noise events. Your project must properly emit noises, for example when a player runs, shoots, jumps, attacks, or interacts with an object.
Finally, ADS AI System does not replace a combat, dialogue, quest, animation, or damage system. It can pass information to these systems or react to their events, but the final behavior logic remains specific to your project.