Interpreting and storing the noise Event data

The PawnSensing Component we added to EnemyController gives us the foundation to build both visual and auditory sensing in our enemy AI. Thus, we want to return to EnemyController and add some Blueprints that will instruct our AI how to react to the sounds in the world around them. Go to Content Browser, open the Enemy folder, and then open EnemyController.

In the Components panel, click on the PawnSensing object, and then use either the search Function or the Events section of the Details panel to add an On Hear Noise (PawnSensing) node. This node will activate any time the PawnSensing Component attached to EnemyController detects a special kind of sound broadcast by a pawn noise emitter. We ...

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