Detailed use
The entire system is used through the ADS AI System Component, an Actor Component to add to the AI Actor. Usually added to a Character or Pawn controlled by an AI Controller, it configures perception, can start a Behavior Tree, and communicates with a Blackboard.
Adding the component
In the AI actor's Blueprint, add the ADS AI System Component, then configure its settings from the Details panel.
Component settings
| Setting | Description |
|---|---|
Use AI Perception | Enables or disables the component's AI Perception configuration. When enabled, the component automatically finds or creates and configures the required AI Perception Component. |
Only Sense Player | Pawn-oriented events (OnADSSeePawn and OnADSHearNoise) are triggered only for player-controlled Pawns. OnADSTargetPerceptionUpdated remains bound to raw updates. |
Sensing Interval | Value retained for compatibility with the former Pawn Sensing logic. AI Perception has no direct equivalent of an interval per listener. |
Show Debug | Displays debug visualization in the editor when the component or its actor is selected. |
Sensing Origin Mode | Defines the visualization origin: Actor Location, Actor Eyes Viewpoint, or Mesh Bone / Socket. |
Sensing Origin Mesh Component Name | With Mesh Bone / Socket, targets a Skeletal Mesh Component by name or tag. None uses the first mesh found. |
Sensing Origin Bone Or Socket Name | Bone or socket used as the origin; the default value is head. |
Use Bone Or Socket Rotation | Uses the bone or socket rotation; otherwise, the actor direction is used. |
Sensing Origin Location/Rotation Offset | Offsets applied to the selected origin. |
See Pawn | Enables the Sight sense and OnADSSeePawn events. |
Sight Radius | Initial detection distance. |
Lose Sight Radius | Target retention distance; it should generally be greater than or equal to Sight Radius. |
Peripheral Vision Angle | Peripheral vision half-angle, in degrees. |
Sight Max Age | How long a sight stimulus is retained. 0 means it does not expire automatically. |
Hear Noises | Enables the Hearing sense and OnADSHearNoise events. |
Hearing Threshold | Distance at which noises can be heard. |
Use LOS Hearing | Compatibility value related to the former Pawn Sensing logic. |
LOS Hearing Threshold | Compatibility value; in UE 5.6, the system uses the greater range of this value and Hearing Threshold. |
Hearing Max Sound Age | How long a sound stimulus is retained. 0 means it does not expire automatically. |
Behavior Tree | Behavior Tree automatically started at BeginPlay; its associated Blackboard is then retrieved. |
Update See Pawn Blackboard Key | Updates a Blackboard Bool key when an accepted Pawn is seen or lost. |
See Pawn Blackboard Key Name | Name of the Bool key; by default bSeePawn. It must exist in the Blackboard. |
See Pawn Blackboard Reset Delay | Delay before resetting to false after successful detection. At 0, no timer is started; the key is reset to false on loss of sight or by your Blueprint logic. |
Event Dispatchers and Blueprint functions
| Item | Description |
|---|---|
OnADSSeePawn | Triggered when a Pawn accepted by the filters is seen. Passes Seen Pawn. |
OnADSHearNoise | Triggered when a noise is heard and its instigator is an accepted Pawn. Passes the instigator, location, and volume. |
OnADSTargetPerceptionUpdated | Triggered for each raw AI Perception update, before filtering specialized events. Passes the actor and stimulus. |
ConfigureAIPerception | Finds or creates AI Perception, configures Sight and Hearing, binds events, and requests a stimulus update. |
ConfigurePawnSensing | Compatibility function calling ConfigureAIPerception. |
SetAIPerceptionEnabled | Enables or disables AI Perception and reapplies sense states at Runtime. |
ChangeBehaviorTree | Starts the supplied Behavior Tree and refreshes the cached Blackboard. |
GetAIPerceptionComponent | Returns the AI Perception Component used when available. |
GetBlackboardComponent | Returns the Blackboard Component used when available. |
GetSensingViewpoint | Returns the position and rotation used by debug visualization. |
SetSensingInterval | Modifies Sensing Interval at Runtime. |
SetOnlySensePlayer | Modifies Only Sense Player at Runtime. |
SetSeePawn | Modifies See Pawn at Runtime. |
SetSightRadius | Modifies Sight Radius at Runtime. |
SetPeripheralVisionAngle | Modifies Peripheral Vision Angle at Runtime. |
SetHearNoises | Modifies Hear Noises at Runtime. |
SetHearingThreshold | Modifies Hearing Threshold at Runtime. |
SetLOS_HearingThreshold | Modifies LOS Hearing Threshold at Runtime. |
SetHearingMaxSoundAge | Modifies Hearing Max Sound Age at Runtime. |
Blackboard functions let you read and write keys of type Bool, Float, Vector, Object, Name, String, Rotator, Enum, and Class. Read functions also return a Boolean indicating whether a valid Blackboard was found. The key name and type must exactly match those defined in the Blackboard.
Important points
- The system does not create complete AI behavior; it configures perception, optionally starts a Behavior Tree, and provides Blackboard helpers.
- The component does not replace an AI Controller and does not create a Blackboard itself.
Only Sense Playerfilters specialized events, but the raw event can still receive other actors.- Sensing origin settings are for debug visualization and do not automatically modify AI Perception's Runtime viewpoint.
- The project must emit sound stimuli compatible with AI Perception for hearing to work.
- Add a Nav Mesh Bounds Volume to the scene, covering the area where the AI needs to move.