Subclasses of UAISense_Hearing are not updating perceptions. Using the AISense_Hearing instead of the derived class works as intended. Subclasses of UAI_Sense_Sight work for without any additional work; implying Hearing should too.

Steps to Reproduce
  1. Create a new Third Person C++ project
  2. Create a new C++ Class derived from AISense_Hearing
  3. Create a new Blueprint derived from AIController
  4. Add an AIPerception component to the AIController
  5. In the AIPerception component's details panel under AI Perception add an element to the Senses Config array
  6. Set the element to AISense_Hearing then expand the element
  7. Set the Implementation to the C++ class you made in step 2
  8. Set Detection by Affiliation to true for all cases
  9. In the Event Graph add an 'On Perception Updated' node then connect it to a 'Print String'
  10. Compile then close the Blueprint
  11. Duplicate the ThirdPersonCharacter naming it AI_Character
  12. Place the AI_Character in the scene near where the player would spawn
  13. Select the AI_Character in the scene then in the details panel set AI Controller Class to the AIController you made in step 3
  14. Open ThirdPersonCharacter blueprint
  15. In the Event Graph add an 'E' pressed event(search for Keyboard E)
  16. Connect a 'Report Noise Event' node
  17. Get a Self reference from it connect a 'GetActorLocation' node
  18. Connect the GetActorLocation node to the Noise Location input pin of the Report Noise Event
  19. Connect the Self reference to the Instigator
  20. Compile and close the Blueprint
  21. Play in Editor
  22. Press E

Expected Results:
Hello is printed out.


Actual Results:
Nothing happens.

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By Design
ComponentUE - AI - Perception
Affects Versions5.0
Target Fix5.1
CreatedMar 11, 2022
ResolvedApr 21, 2022
UpdatedApr 21, 2022