A licensee has reported that Pawns that are loaded via a runtime Data Layer are unable to be perceived automatically by Pawns that are not part of a runtime data layer. However, data layer Pawns can automatically perceive Pawns that are loaded with the level (that is to say Pawns that are not part of a runtime data layer). It appears that the AISense flag bAutoRegisterAllPawns is not working correctly in the Perception System as Pawns load from runtime data layers.
There is a workaround by adding an AIPerceptionStimuliSourceComponent to the Pawns and configuring it to register as a source for the relevant senses. The downside is that this requires each Pawn to host another component. This also does not address the underlying issue of data layer loaded Pawns not being auto-registered for AI Sense's that have the bAutoRegisterAllPawns flag enabled.
Expected Result: **Both pawns can "see" each other as evidenced by the GameplayDebugger
Actual Result: The non-data layer pawn cannot "see" the data layer pawn, but the data layer pawn can "see" the non-data layer pawn.
There's no existing public thread on this issue, so head over to Questions & Answers just mention UE-161546 in the post.
|Component||UE - AI - Perception|
|Created||Aug 22, 2022|
|Resolved||Sep 8, 2022|
|Updated||Jan 17, 2023|