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

SettingDescription
Use AI PerceptionEnables 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 PlayerPawn-oriented events (OnADSSeePawn and OnADSHearNoise) are triggered only for player-controlled Pawns. OnADSTargetPerceptionUpdated remains bound to raw updates.
Sensing IntervalValue retained for compatibility with the former Pawn Sensing logic. AI Perception has no direct equivalent of an interval per listener.
Show DebugDisplays debug visualization in the editor when the component or its actor is selected.
Sensing Origin ModeDefines the visualization origin: Actor Location, Actor Eyes Viewpoint, or Mesh Bone / Socket.
Sensing Origin Mesh Component NameWith Mesh Bone / Socket, targets a Skeletal Mesh Component by name or tag. None uses the first mesh found.
Sensing Origin Bone Or Socket NameBone or socket used as the origin; the default value is head.
Use Bone Or Socket RotationUses the bone or socket rotation; otherwise, the actor direction is used.
Sensing Origin Location/Rotation OffsetOffsets applied to the selected origin.
See PawnEnables the Sight sense and OnADSSeePawn events.
Sight RadiusInitial detection distance.
Lose Sight RadiusTarget retention distance; it should generally be greater than or equal to Sight Radius.
Peripheral Vision AnglePeripheral vision half-angle, in degrees.
Sight Max AgeHow long a sight stimulus is retained. 0 means it does not expire automatically.
Hear NoisesEnables the Hearing sense and OnADSHearNoise events.
Hearing ThresholdDistance at which noises can be heard.
Use LOS HearingCompatibility value related to the former Pawn Sensing logic.
LOS Hearing ThresholdCompatibility value; in UE 5.6, the system uses the greater range of this value and Hearing Threshold.
Hearing Max Sound AgeHow long a sound stimulus is retained. 0 means it does not expire automatically.
Behavior TreeBehavior Tree automatically started at BeginPlay; its associated Blackboard is then retrieved.
Update See Pawn Blackboard KeyUpdates a Blackboard Bool key when an accepted Pawn is seen or lost.
See Pawn Blackboard Key NameName of the Bool key; by default bSeePawn. It must exist in the Blackboard.
See Pawn Blackboard Reset DelayDelay 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

ItemDescription
OnADSSeePawnTriggered when a Pawn accepted by the filters is seen. Passes Seen Pawn.
OnADSHearNoiseTriggered when a noise is heard and its instigator is an accepted Pawn. Passes the instigator, location, and volume.
OnADSTargetPerceptionUpdatedTriggered for each raw AI Perception update, before filtering specialized events. Passes the actor and stimulus.
ConfigureAIPerceptionFinds or creates AI Perception, configures Sight and Hearing, binds events, and requests a stimulus update.
ConfigurePawnSensingCompatibility function calling ConfigureAIPerception.
SetAIPerceptionEnabledEnables or disables AI Perception and reapplies sense states at Runtime.
ChangeBehaviorTreeStarts the supplied Behavior Tree and refreshes the cached Blackboard.
GetAIPerceptionComponentReturns the AI Perception Component used when available.
GetBlackboardComponentReturns the Blackboard Component used when available.
GetSensingViewpointReturns the position and rotation used by debug visualization.
SetSensingIntervalModifies Sensing Interval at Runtime.
SetOnlySensePlayerModifies Only Sense Player at Runtime.
SetSeePawnModifies See Pawn at Runtime.
SetSightRadiusModifies Sight Radius at Runtime.
SetPeripheralVisionAngleModifies Peripheral Vision Angle at Runtime.
SetHearNoisesModifies Hear Noises at Runtime.
SetHearingThresholdModifies Hearing Threshold at Runtime.
SetLOS_HearingThresholdModifies LOS Hearing Threshold at Runtime.
SetHearingMaxSoundAgeModifies 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