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Confidence#

How sure your AI is that you're there, from 0 to 100%. Never just "seen" or "not seen".

Works out of the boxEvery setting on the Perception ProfileDemo: the hub's Meter, Sight wing S1 to S9
The 30-second version
The hub's Meter. In the open the guard grows sure of you (89%). Step behind the wall and its belief fades back to 0%.
  • Every AI holds a confidence from 0 to 100% for each thing it perceives.
  • It climbs while the AI can see you and fades when it can't. Distance, light, cover, stance, the angle and the weather all count.
  • At set points your Blueprint gets an event: Suspected at 15%, Detected at 35%, Tracked at 60%.

Seven states, one event each#

As confidence rises and falls, the AI moves through seven states. Each step fires a Blueprint event, so your AI reacts in stages instead of all at once. Steps down fire too: a Tracked target that slips back to Detected fires On AI Detect again.

Confidence rises
UndetectedNothing yet
below 15%
Suspected"What was that?"
15%
Detected"There you are."
35%
TrackedFull chase
60%, held
Confidence falls: it loses you
LostSearches, and knows why it lost you
senses silent
RememberedStays alert near where you were
fading
ExpiredForgotten
memory gone
StateEventA typical reaction
SuspectedOn AI SuspectTurn the head, a "Hm?" bark, walk over slowly
DetectedOn AI DetectAlert, call it out, take cover
TrackedOn AI TrackChase, shoot, flank
LostOn AI LostSearch: read Get Loss Reason to choose how
RememberedOn AI RememberPatrol near the last known spot
Expired, or back to UndetectedOn AI ForgetBack to normal

The 15, 35 and 60% lines are the profile's Suspect Threshold, Detect Threshold and Track Threshold. A jumpy civilian and a calm soldier can run the same Blueprint with different numbers.

What changes it#

Everything vision checks is multiplied together. If any one thing is zero (too far, outside the cone, fully behind cover), the AI doesn't see you at all. Each clip below is the real demo room: the result card shows what the guard was sure of.

Distance#

Room S1. Far away the guard is only suspicious (25%); at mid range it detects you; close up it is sure fast.

Far away is a guess; close up is certain. The drop is gentle at first and steep near the end: at half the range 75% is left, at full range nothing.

Setting: Vision Max Range, shaped by Vision Distance Curve if you assign one.

Light and shadow#

Room S2. In full sun it tracks you (68%); in the shade under the roof it only suspects you (24%); a lamp lights you up again (70%).

APS knows how lit you are where you stand: in shade a guard sees you about three times worse than in the sun.

Settings: tick Use Per Target Light (Trace Sun Shadow under it is on already), and call Set Sun Direction once from your level. More on World & fairness. Darkness Min Detection is how much it still sees in total darkness.

Cover#

Room S3. In the open all 5 points show (67%); behind a chest-high wall only your head and shoulders do (43%); behind a tall wall it can't make you out (15%).

APS checks 5 points on you: head, chest, pelvis and both shoulders. The more of you it can see, the surer it gets. Lean your head over cover and it starts to notice; duck fully and it can't see you at all.

Stance#

Room S4. Standing behind the low wall it detects you (55%); crouched behind it, nothing (0%); crouched in the open is no help (69%).

Crouching helps only behind cover. Set how many of your points must show before you count, per stance: Min Visible Points Standing, Min Visible Points Crouched and Min Visible Points Prone (all 1 by default, so stance changes nothing until you raise them: 2 crouched and 3 prone is a good start).

Vision cones#

Room S5. Straight ahead it is sure of you (91%); at the side it misses you standing still (0%); behind it, only fast movement registers.

Three cones, checked in order:

ConeAngleStrengthRange
Focal60° each sidefullfull
Peripheral110° each side45%60%
Rear60°, from behind25%35%, only targets moving faster than 3 m/s

The focal cone is always on. The peripheral and rear cones are optional: tick Enable Peripheral Cone and Enable Rear Motion Cone on the profile. The focal angle is Vision Half Angle Deg.

Eyes in the head#

Room S6. Its head glanced at you beside it (85%); it looked away though you stood in front of it (0%).

The guard sees where its head looks, not where its body points. Glance-around animations really move its sight, and a turn takes time, so it can't see you before it has turned to look.

Settings: Use Eye Socket with Eye Socket Name (for example head), Eye Direction Mode, and Eye Turn Rate Deg Per Sec.

Glass, leaves and smoke#

Room S7. Glass hides nothing (68%); a hedge lets some sight through (49%); thick smoke hides you (0%).

Each surface lets through its own share of sight: glass all of it, foliage and smoke part of it, walls none. Hide in tall grass and you are partly visible, not all or nothing.

Setting: Surface Vision Transmission maps a physical material to the share it lets through.

Fog and weather#

Room S8. In clear air it tracks you (67%); in light fog it only suspects you (27%); in thick fog it doesn't see you at all.

Fog shortens how far a guard can see. Put an APS Environment component in a smoky room, a foggy valley or a dark cellar: inside it, sense ranges and light change. Set Weather Modifier changes visibility everywhere at once.

Fair spotting#

Room S9. Sprint past the doorway and you make it; walk past it and you're spotted.

A guard that has never seen you needs a moment to believe its eyes: a quick dash across its view is forgiven. Once it knows you, it re-spots you at once.

Setting: First Spot Reaction Time. It is 0 (off) by default; 0.3 s feels sharp but human. On AI Telegraph fires a moment before it commits, for a "huh?" that warns the player.

Read it in Blueprint#

You wantUse
React at each stageThe events above, on APS Core (or an APS Perception Listener)
A detection meterGet Belief Data (Target) → Smoothed Confidence, 0 to 1
See it while you playTick Show Visualizer on APS Core
Go deeperThe vision formula

Every factor multiplies, so any single zero means no detection:

Confidence = DistanceFalloff × AngleFalloff × ExposureRatio × LightFactor
           × MotionBonus × WeatherMod × VisibilityMultiplier × ConeScale
FactorBy default
Distance falloff1 − (distance / range)²: 75% at half range, 0 at full range
Angle falloffcos(angle × 90°): full at the centre, zero at the cone's edge
ExposureThe weighted share of your sample points with a clear line
Light factorLerp(Darkness Min Detection, 1.0, light level)
Motion bonusUp to 30% more for a target sprinting at 600 cm/s or faster
WeatherThe world's weather modifier
Visibility multiplierYour target's camouflage (APS Target Component)
Cone scale1.0 focal, 0.45 peripheral, 0.25 rear

Assigning Vision Distance Curve, Vision Angle Curve or Motion Bonus Curve replaces the default shape. The angle is measured to your head (the first sample point), not your body's centre.

Go deeperThe five points, and their weights
PointWeight
Head1.0
Chest0.9
Pelvis0.7
Left and right shoulder0.6 each

Exposure is the weighted share of points with a clear line. Head and one shoulder clear, the rest blocked: (1.0 + 0.6) ÷ 3.8 = 42%. Unreal's own AI Perception traces only to the centre of your body, so it would report not seen.

The points come from the target's APS Target Component (5 by default, following its animation), otherwise from the profile's Default Visibility Samples, otherwise from a built-in set limited by Vision Sample Count. Min Exposure to Register ignores slivers. A point counts toward the stance limit only when more than half of the sight reaches it.

Go deeperHow several senses combine

Senses don't average. The strongest one sets the level and every other active sense adds a small bonus:

Fused = (best active sense × its weight) + (other active senses × Corroboration Bonus)

Vision at 80% plus hearing and smell gives 80% + 2 × 10% = 100%: seeing you and hearing you makes it surer than either alone.

Go deeperThe thresholds and timings
SettingDefaultWhat it does
Suspect Threshold0.15Enter Suspected
Detect Threshold0.35Enter Detected
Track Threshold0.60Enter Tracked
Min Track Duration0.5 sTime in Detected before it can track: no instant lock-on
Telegraph Threshold0.25When On AI Telegraph fires: keep it between Suspect and Detect
First Spot Reaction Time0.0 sOn first sight only, how long it must see you before confidence builds

Vision loses you quickly: when it stops seeing you, its share drops at once rather than fading. Its loss reason says how: Occluded behind something, OutOfRange beyond its range or cone, SensorDropout when it was too dark, cloaked or blinded.

Change it from script#

Set Target Confidence (Target, Confidence) raises the AI's belief once, at any range: a tip-off, an alarm, "it heard the shot". It never lowers belief, and afterwards the belief fades as usual unless a sense keeps it up.

For anything that should hold, or push belief down, use evidence: Add Target Evidence (Target, Evidence Tag, Operation, Value, and under the arrow Lifetime and Source).

OperationWhile it holds
Raise (floor)Belief is at least Value. Gives the AI a belief about the target if it had none.
Clamp (ceiling)Belief is at most Value, even while it sees you: a disguise that keeps every guard at Suspected
Lower (relative reduction)Belief settles Value below what the senses alone say: doubt rather than a hard limit. Only while a sense reports the target; once all are silent, normal fading takes over.
Invalidate (force zero)Belief is forced to 0 and the target steps back down: "you didn't see anything"
  • Adding the same Evidence Tag again replaces the entry, so re-applying a disguise refreshes it instead of stacking.
  • Lifetime 0 holds until Remove Target Evidence (Target, Evidence Tag) or Clear Target Evidence (Target); above 0 it expires by itself.
  • Several pieces resolve together: the highest floor, the lowest ceiling, the reductions added up, and a ceiling always beats a floor.
  • Get Target Evidence (Target) lists what is applied, with its Source, so you can see why belief sits where it does.
The player puts on a guard's uniform
  └─► for each guard: Add Target Evidence (Player, "Disguise", Clamp (ceiling), 0.15)

The player is seen taking it off, or attacks
  └─► for each guard: Remove Target Evidence (Player, "Disguise")

APS and Unreal's AI Perception#

Unreal AI PerceptionAPS
The resultSeen or not seen0 to 100%, through seven states
Line of sightOne trace to the body's centreFive points: how much of you shows
CoverHead over a crate: still "not seen"Partly visible, partly sure
LightNot taken into accountLight and shadow where you stand
ConesOne coneFocal, peripheral and rear, plus the head's direction
SurfacesBlocks or doesn'tGlass, leaves and smoke each let some sight through
APS Advanced Perception System, by AuraGame. Unreal Engine 5.2 and later. These docs are for APS 3.0.
Questions and bug reports