AI Perception: Becoming a "Perceived Hostile Actor" without Sight or Hearing?

As a person who is still rather new to Unreal 4, I’ve been weaving my way through AI Perception as best I can. Examples of what I’m looking for have been rather lacking. Right now I have an AI character that takes a hit and reports the damage event to an AI controller. That AI controller then uses the “AISense_Damage” sense class to take that damage report in. From there the player controller (or any other controller) is cast and the controlled pawn is taken. The node “Get Perceived Hostile Actors” is then looped through as it checks for if the pawn that dealt the damage is within the array.

The game gets what is a “Hostile Actor” by comparing the Team ID between two characters upon the AI perceiving another character. I set the Team ID of characters/controllers using C++ classes.


The Problem:
Attackers are not considered “Perceived Hostile Actors” until perceived through either sight or sound. If the AI doesn’t see the attacker then they won’t know if they are hostile or not, which means that they will not accept damage until seen. I can however run away to become unseen, run back, and deal damage. The player is still currently registered as a “Perceived Hostile Actor” after the AI returns to idle state.

Question:
Is there a way to register to the “Perceived Actors” and/or “Perceived Hostile Actors” array(s) of actors without using “AISense_Sight” and “AISense_Hearing” through blueprints?

Bonus Question:
Is there a way to unregister from the “Perceived Actor” and/or “Perceived Hostile Actors” array(s) of actors through blueprints? I could use this to keep the array clean while the AI returns to idle state, not that I would really need to with what I’m playing around with. I’m just curious if there is a way.