Why do units with pawn sensing stop hearing when units with AI perception and units with pawn sensing are together?

The solution is simple, yes, “make everyone have AI Perception,” but then why does a component like Pawn Sensing still exist?

It seems the problem was solved (Unless it breaks down again later, of course) by removing the noise from the character’s noise emitter; making the noise directly from the instigator caused this issue. I don’t know the reason, I think there’s a conflict in the values ​​at the global level.