Quick answer: Add AISenseConfig_Hearing to the AIPerception component, set its range and affiliation, and report noises with ReportNoiseEvent (or PawnNoiseEmitter + MakeNoise) at the correct loudness.

Your Unreal AI sees the player fine via AIPerception but never hears footsteps. The hearing config or the noise reporting is missing. Wiring both fixes it. Here is how.

How to fix it

1. Add the hearing sense config

On the AIPerceptionComponent add AISenseConfig_Hearing, set the Hearing Range, and enable the affiliation flags (Detect Enemies/Neutrals/Friendlies) for the targets you want heard.

2. Report the noise event

Call UAISense_Hearing::ReportNoiseEvent(World, Location, Loudness, Instigator, MaxRange, Tag) when a noise occurs, or use a PawnNoiseEmitterComponent with MakeNoise.

3. Bind the perception updated delegate

Handle OnTargetPerceptionUpdated and check the stimulus sense class is hearing; confirm Stimulus.WasSuccessfullySensed() before reacting, so you respond to the right sense.

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.