Pawn Sensing during anim montage

Hello, i have a simple pawn sensing system with sight and hearing stimuli. When the player approaches the NPC he generates noise when the NPC hears it he plays a turn around montage at which point i thought the sight sense would kick in and start chasing the player, however he doesn’t “see” him when he turns around. The animation uses Root motion and i’ve tried with and without. Any idea if senses are not firing during a montage? or how i can fix this?

Q2: How can i show the NPC’s sight cone in game?

Thanks!

For anyone that might come across a similar issue, the problem is that in my montages the NPC just turned his head around, and the AIPerception component is not following the mesh and cannot be attached to a socket via blueprints so it follows the head movement, this only works in C++ apparently. Still haven’t found a workaround but that seems to be the issue.