FAQ#
Can I use APS beside Unreal's AI Perception? Yes. APS doesn't touch or disable it; run both while you move across. Coming from AI Perception
Do I need C++? No. Everything in these docs is Blueprint, including your own senses and policies. C++ is needed only for a custom sense that reacts to the stimulus bus, fires a sense event, is event-driven or about the AI itself, or reports beliefs about places. Custom senses
Does it work in a Blueprint-only project? Yes. Installed from Fab it is ready to enable; installed by hand, accept when the editor offers to build the module. Getting started
Does it need a Behavior Tree? No. APS reports what the AI believes; use it from a Behavior Tree, a state machine or plain event graphs. Behavior Trees
Can I change how an AI perceives while playing? Yes. Set Profile swaps the whole setup and keeps what it knows when the senses match; Set Profile Number changes one value for one AI; a Quality Profile changes only the cost. Profiles
Can I turn one sense off while playing? Not on its own. Swap to a profile without it (Set Profile), or report a pain type that dulls only that sense to nothing: often what you actually want. Emotions & pain
Can one AI have several vision cones? Three: focal, side and rear-motion, plus keyhole vision. Senses
How many AI can it handle? Comfortably about 30 on defaults; several hundred with tuning, a far Quality Profile and the crowd tier. Measure your own level. Performance & crowds
Does perception run on clients? No, on the server only. An optional replicated summary feeds client UI. Multiplayer
Is anything saved to disk? No. APS writes no files: the player model and the memory store last for the session, and a newly spawned AI knows nothing. To keep them, read what you need and write it into your own save game. Memory
Does it work with GAS, Lyra, ALS or my health system? There is no tie to any of them. APS reads positions and traces geometry; where it needs your game's health or posture it asks through two optional interfaces. Policies & adapters
Can it perceive things that aren't Pawns? Yes: Register Perceivable Actor, or an APS Target Component. Pawns are found by themselves. How APS thinks
What does Get Active Target Count count? The actors it is Suspected, Detected, Tracked or Lost about: not places, not things, not Remembered ones. When it falls to 0, On AI All Clear fires.
Why does my guard notice its own squadmates? Every Pawn in range is a candidate. Allies take target slots only after everyone else, are never a threat, and your logic can ignore them by relationship (Squads & teams). Once noticed, they can be its top or attention target, so check the relationship before acting on attention. They do count toward fear's "more than 2 targets" (Emotions & pain).
Is the source included? Yes, the full C++ source ships with the plugin.
Something here doesn't match what I see. These docs were checked against the APS 3.0 source: every node, setting and default name, and every behaviour described. If you find a difference, report it on the issue tracker.