Can't get AI Damage sense working!

Hi,

I can’t figure out how to get damage sense working , even if the controlled pawn is taking damage , the damage sense is always false.

Sight and hearing are working without any problem .

Thanks!

Hello,

Currently, Sight and Hearing are the only two senses that are fully implemented and working. Damage has not been fully implemented as of yet, which is why you are having trouble getting it to work. There is currently no timeline for when this will be implemented.

Have a great day,

Sean Flint

Any update on this feature in the latest release? I’m able to use Sight and Hearing successfully, but running into strange behavior w/ damage sense.

unfortunately it is not implemented yet !

I’m running into the same problem. Why is this feature included if it hasn’t been fully implemented/ is half working?

Any Update?

So I don’t know if something has changed or the staff just did not have the full story at the time – however as of 4.15, you CAN get the damage sense working, but you have to report the damage notification yourself.

It kinda/sorta makes sense because HP/MaxHP are not actor/pawn/character concepts, even tho damage is. So in whatever method you use to actually alter the HP, just invoke ReportDamageEvent

In C++ you can call

#include "Perception/AISense_Damage.h" ... UAISense_Damage::ReportDamageEvent(...

or from blueprints just call ReportDamageEvent

You can build a solution manually by damage event.

Any update? I read the UE online documentation and there was nothing written that damage sense is not working. It’s described in online documentation the same as for hearing and sight.

Have you tried adding the AI Perception component to AI Controller class?
That worked for me.

So, AI perception events written in AI Controller class are able to receive damage and touch events for me (I am using UE 5.2, reporting touch event has to be implemented in C++ for lower versions).