Troubleshooting
The AI may detect nothing, the Behavior Tree may not start, or Blackboard values may not be updated. In most cases, the problem comes from a missing component, a misconfigured AI Controller, a disabled sense, an incorrect Blackboard key, or missing Nav Mesh coverage.
The AI does not detect the player
Check the following points:
- The AI actor has the ADS AI System Component and is controlled by an AI Controller.
- AI Perception and the relevant sense (sight or hearing) are enabled.
- Distances and vision angle are sufficient.
- The Pawn to detect matches the configured filters; with
Only Sense Player, it must have a Player Controller. - No obstacle blocks line of sight when visual detection is used.
- A Nav Mesh Bounds Volume is present in the scene and covers the area where the AI needs to move.
- Perception events are properly triggered before checking the Behavior Tree or Blackboard.
The Behavior Tree does not start
Make sure that the Behavior Tree is assigned, that the actor has a valid AI Controller, and that an associated Blackboard exists when your logic depends on it. The Pawn must be possessed by its AI Controller when the component attempts to start the Behavior Tree. If the Behavior Tree is changed at Runtime, its new reference must be valid.
Quick checklist
- The actor has the ADS AI System Component and an AI Controller.
- Perception and the sense being used are enabled.
- Perception distances, angles, and filters are correct.
- A Nav Mesh Bounds Volume is present and covers the AI movement area.
- The Behavior Tree is assigned and started.
- The Blackboard exists; its key names and types are correct.
- Noises are properly emitted by the project when hearing is used.