Can't get AI Damage sense working!

So I don’t know if something has changed or the staff just did not have the full story at the time – however as of 4.15, you CAN get the damage sense working, but you have to report the damage notification yourself.

It kinda/sorta makes sense because HP/MaxHP are not actor/pawn/character concepts, even tho damage is. So in whatever method you use to actually alter the HP, just invoke ReportDamageEvent

In C++ you can call

#include "Perception/AISense_Damage.h" ... UAISense_Damage::ReportDamageEvent(...

or from blueprints just call ReportDamageEvent