I’m experimenting with the AI Perception component. I’ve initially set up a simple detection system with the PawnSensing component and set a keyboard event that toggles the player to “hidden in game” to test out my sensing logic.
For the pawn sensing component this works, but it seems that the AI Perception component does not take the “hidden in game” status of the player into account. The OnTargetPerceptionUpdated gets triggered (with succesfully sensed in the stimulus) even when the player is set to hidden in game. Am I missing some setting or should I deal differently with this?
The hidden actor (the player) has no perception component. The AI just gets triggered when the player is in range, I guess that is something that happens automatically without the player having any perception (stimuli) component.
I looked implementation of sight sensor and saw that bHidden is ignored. There is an interface IAISightTargetInterface with virtual method CanBeSeenFrom which influences in sensor logic. Interface may be inherited but the method CanBeSeenFrom is not available for override from blueprint.