Why does EQS detect hidden actors?

Topic says it all. I can set an actor as Hidden in Game, but EQS still sees it, so my AI reacts to an invisible actor. Can I make EQS ignore hidden actors?

Bump. I have an issue where EQS is somehow detecting the backside of a plane, even though there is no visibility and it shouldn’t be able to detect it. I’m using AI perception concurrently, and it works as expected (i.e., it can only see through one side and not the other). But the EQS is detecting hits on both sides. I think this is a similar issue to what you’ve described.

I just checked “Trace complex” and it seems to have solved it.