i’m currently using the built-in Behavior Tree in UE5 (EarlyAccess) to manage my AIs behavior (obviously). I’m searching the best implementation to differentiate between different Sound Sources. Currently the AI does the same thing over and over again regardless of what exactly it hears. I want to evaluate the sound source, so that it does something else when it hears either a thrown ball or my footsteps. Any ideas?
Should i set an enum of the AIs blackboard in the moment the sound is created? Or is there a possibility to check if the Actor was the ball or my ThirdPersonCharacter?
PS: I’m new to UE