Quick answer: Configure the sight (or hearing) sense on the perception component, register the player as a stimulus source, and set affiliation so the player is perceivable.

AI perception not detecting the player is a config or stimulus issue. Here is how to fix it.

How to fix it

1. Configure the sense

Add and configure the sight (or hearing) sense on the AI's perception component, with a sensible range and angle. Without a configured sense, the AI perceives nothing.

2. Register the player as a stimulus

The player must be a stimulus source the perception system can detect — for sight, having the perception system register it, and for hearing, making noise. If the player is not a registered source, the AI cannot sense them.

3. Set affiliation and team

Perception affiliation filters who is perceived (enemies, neutrals, friendlies). If the player is filtered out by team or affiliation settings, the AI ignores them. Set the affiliation so the player is perceivable.

Catching the ones you can't reproduce

The hardest version of this to fix is the one you can't reproduce — it only happens on a player's hardware, OS, driver, or save state, under conditions that simply aren't present on your machine. A report that says “it crashed” or “it froze” gives you nothing to act on, so the bug survives release after release while quietly costing you players.

Automatic error capture closes that gap. Each failure arrives with its full stack trace, the device and OS, the build number, and a breadcrumb trail of what the player did right before it broke, so even a failure you have never seen becomes a specific, reproducible issue. Fold identical failures into one signature ranked by how many players each hits, and your worklist sorts itself worst-first instead of arriving as a stream of vague complaints.

This is where a tool like Bugnet earns its place. Its SDK captures every Unreal Engine error automatically with the full stack trace plus device, OS, memory, build, and game-state context, folds duplicates into one grouped issue with an occurrence count, and ties each to the build it first appeared on — so you fix the problem that hurts the most players first and confirm it is gone when its signature disappears from the next release.

The errors you never hear about are the ones quietly costing you players. Visibility turns them into a worklist.