Added a switch weapon montage to the switch weapon functionality
Added new blueprint RifleAI now enabling AI to fire weapon equipped – RifleAI will wait and focus on player once player is seen, run around players last known location once player is unseen
Added functionality to have B_RifleAI start with a weapon
Added custom events for the weapon component to make AI friendly.
Added new AIShooter controller
AI controller no longer sets the focus, this is now done in behavior tree
Added EQS to AI
Created a basic patrol route for rifle AI
Added alert state to B_Base_AI
Added services for behavior trees
Added status data table
Made EQC_Player blueprint
Added new AI Tasks
Changed BB_Fighter name to BB_Base
Removed on target perception updated event from AIControllerBase (This functionality is now done by a Behavior tree) service
Added BT_RiflePatrol blueprint