AI Perception Sight and Hearing Not Working Together on the Same Component

Hi everyone,

I’m setting up an AI perception system in Unreal Engine using Blueprints. I want my AI to detect the player using both Sight and Hearing.

When I add both AI Sight Config and AI Hearing Config to the same AI Perception component, only Sight works.

However, when I create two separate AI Perception components—one for Sight and one for Hearing—both work correctly.

For Hearing, I’m using Report Noise Event to generate a noise at the player’s location, with the player character as the instigator.

I’ve also enabled all Detection by Affiliation options (Enemy, Neutral, and Friend) for both Sight and Hearing, so I don’t think the issue is related to affiliation settings.

Has anyone encountered this issue? Is there a specific setting or configuration required to make Sight and Hearing work together on a single AI Perception component, or could this be a bug in Unreal Engine?

I’d appreciate any help. Thanks!

On the perception comp with more than one sense, did you select one of them in the dominant sense dropdown on the config panel? I’ve never had an issue (or at least never noticed one) when ignoring that option with multiple senses enabled, but it could possibly be a bug with the version of engine you’re using making the senses fight each other when registering an event?

Or, depending on how your ai controller handles the reaction to updates, it could just be one sense overwriting the target info if sight and sound trigger at the same time. Like, if you use any delays in the execution path coming off OnTargetPerceptionUpdated event, the data might just be stale if the pawn sees something else right after hearing you.

Update:

I isolated the issue further. When I add both Sight and Hearing to the same AI Perception component in my Base Enemy Blueprint, Hearing doesn’t work. However, when I set up the same component in the Enemy AI Controller Blueprint, both Sight and Hearing work correctly.

I’m not sure why this happens specifically in the Base Enemy Blueprint. Any idea why it could happen?