add_ai_perception_sense
Configure sight or hearing senses on a Blueprint's AIPerceptionComponent template and save the asset. Updates existing sense configs in place so AI perception settings persist with the Blueprint.
Instructions
Configure a sight or hearing sense on an AIPerceptionComponent TEMPLATE of a Blueprint, creating the config as an Instanced subobject of the template so it persists with the asset, and saving the package. Idempotent: ConfigureSense dedups by config class, so re-calling with the same sense_type UPDATES the existing config in place instead of stacking a second one. Only "sight" and "hearing" are supported (no damage, touch or team senses). It authors the TEMPLATE only -- whether the AI actually perceives anything is a live-PIE question this cannot answer; read the authored result back with get_ai_perception_senses.
Returns: { blueprint_name, component_name, sense_type, config_class, , note }
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| force | No | Optional. This command is REFUSED while a Play-in-Editor session is running: it either compiles a Blueprint (the reinstancer can retain a world, and CheckForWorldGCLeaks is Fatal -- it KILLS the editor) or writes to disk (Editor.AllowSavingAssetsDuringPIE=0 makes the engine refuse the write, so it would report success without writing a byte). Stop PIE and retry instead; force=true runs it anyway, at your own risk. | |
| dominant | No | Optional bool; if true, sets this sense as the component's dominant sense | |
| sense_type | Yes | "sight" or "hearing" | |
| sight_radius | No | (sight) Maximum sight distance, cm (ClampMin 0) | |
| hearing_range | No | (hearing) Hearing range, cm (ClampMin 0) | |
| blueprint_name | No | Name of the blueprint owning the component | |
| blueprint_path | No | Alias of `blueprint_name` (same value, same meaning). Accepted because sibling tools spell this parameter differently; prefer `blueprint_name`. | |
| component_name | Yes | Name of the AIPerceptionComponent SCS node | |
| detect_enemies | No | Optional bool affiliation filter | |
| detect_neutrals | No | Optional bool affiliation filter | |
| detect_friendlies | No | Optional bool affiliation filter | |
| lose_sight_radius | No | (sight) Distance to keep seeing an already-seen target, cm (ClampMin 0) | |
| peripheral_vision_angle | No | (sight) Peripheral vision half-angle, degrees (Clamp 0..180) |