# AIPerception : how to use "detection by affiliation"

**URL:** <https://forums.unrealengine.com/t/aiperception-how-to-use-detection-by-affiliation/329281>\
**Category:** AI\
**Tags:** Perception, detection, unreal-engine, UE4, pawn, question\
**Created:** [August 19, 2015, 8:51pm UTC](https://forums.unrealengine.com/t/aiperception-how-to-use-detection-by-affiliation/329281 "2015-08-19T20:51:31Z")\
**Posts on this page:** 7\
**Page:** 1

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**Author:** ![zigziglagirafe](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@zigziglagirafe](https://forums.unrealengine.com/u/zigziglagirafe)\
**Post date:** [August 19, 2015, 8:51pm UTC](https://forums.unrealengine.com/t/aiperception-how-to-use-detection-by-affiliation/329281/1 "2015-08-19T20:51:31Z")

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Hi,

How do we use “detection by affiliation” on AIPerception component please?

It proposes “detect ennemy” / “neutral” / “friendly”, but how am i supposed to tag an actor as one of this ?  
Is there an interface to implement ? A property to fill ?

Thanks

Thomas

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**Author:** ![Stormrage256](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/stormrage256/32/1008648_2.png) [@Stormrage256](https://forums.unrealengine.com/u/Stormrage256)\
**Post date:** [August 24, 2015, 10:15am UTC](https://forums.unrealengine.com/t/aiperception-how-to-use-detection-by-affiliation/329281/2 "2015-08-24T10:15:03Z")

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I’m also trying to figure out how to work with this feature. It would be nice to have more info regarding some of these features that come as part of AI Perception.

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**Author:** ![zigziglagirafe](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@zigziglagirafe](https://forums.unrealengine.com/u/zigziglagirafe)\
**Post date:** [September 6, 2015, 4:02pm UTC](https://forums.unrealengine.com/t/aiperception-how-to-use-detection-by-affiliation/329281/3 "2015-09-06T16:02:07Z")

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Finally found some clues!

I think it is linked to that interface : GenericTeamAgentInterface.  
But it’s not exposed for blueprints and not that simple to understand its use (at least for me…) as i think there is a default implementation.

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**Author:** ![anonymous\_user\_d973a2dd](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_d973a2dd](https://forums.unrealengine.com/u/anonymous_user_d973a2dd)\
**Post date:** [February 17, 2016, 9:03am UTC](https://forums.unrealengine.com/t/aiperception-how-to-use-detection-by-affiliation/329281/4 "2016-02-17T09:03:01Z")

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That’s so bad for a such useful feature 😕

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**Author:** ![Napoleonite](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Napoleonite](https://forums.unrealengine.com/u/Napoleonite)\
**Post date:** [April 16, 2016, 3:13pm UTC](https://forums.unrealengine.com/t/aiperception-how-to-use-detection-by-affiliation/329281/5 "2016-04-16T15:13:54Z")

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Any update on this?

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**Author:** ![Mhousse1247](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Mhousse1247](https://forums.unrealengine.com/u/Mhousse1247)\
**Post date:** [April 16, 2016, 4:46pm UTC](https://forums.unrealengine.com/t/aiperception-how-to-use-detection-by-affiliation/329281/6 "2016-04-16T16:46:52Z")

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You stilll need a little c++ for that. Because GenericTeamAgentInterface is not exposed to Blueprint yet

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**Author:** ![unit23](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/unit23/32/1146013_2.png) [@unit23](https://forums.unrealengine.com/u/unit23)\
**Post date:** [December 18, 2016, 1:59am UTC](https://forums.unrealengine.com/t/aiperception-how-to-use-detection-by-affiliation/329281/7 "2016-12-18T01:59:17Z")

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Can we get this for Blueprints?
