# Attach Pawn Sensing to Head?

**URL:** <https://forums.unrealengine.com/t/attach-pawn-sensing-to-head/466978>\
**Category:** AI\
**Tags:** unreal-engine, pawn, question\
**Created:** [June 19, 2020, 4:01pm UTC](https://forums.unrealengine.com/t/attach-pawn-sensing-to-head/466978 "2020-06-19T16:01:41Z")\
**Posts on this page:** 9\
**Page:** 1

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**Author:** ![eduniga](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@eduniga](https://forums.unrealengine.com/u/eduniga)\
**Post date:** [June 19, 2020, 4:01pm UTC](https://forums.unrealengine.com/t/attach-pawn-sensing-to-head/466978/1 "2020-06-19T16:01:41Z")

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Hello, I’ve been trying to figure out a way so that the pawn sensing is attach to the head socket or the movement of the head. I have a raptor, that occasionally turns its head around, but the pawn sensing remains looking forward.

 ![304896-capture4.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/9/b/39b3a9703b0fbbba26ddecb4e33e92ceff903354.png)

Here the raptors performs the animation of looking around. The raptor turns the head right, the pawn sensing is still looking forward. This is inaccurate because the player could be standing at the right side of the raptor, but the raptor will not see the player. How can I fix this? Any answer is appreciated. Thank You.

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**Author:** ![EvilCleric](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@EvilCleric](https://forums.unrealengine.com/u/EvilCleric)\
**Post date:** [June 19, 2020, 4:42pm UTC](https://forums.unrealengine.com/t/attach-pawn-sensing-to-head/466978/2 "2020-06-19T16:42:41Z")

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C++ or BP?

If C++ then [https://pastebin.com/JBgEni05](https://pastebin.com/JBgEni05)

If BP then [https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/1343269-attach-ai-sight-to-pawn-head-perception#post1711087](https://forums.unrealengine.com/development-discussion/blueprint-visual-scripting/1343269-attach-ai-sight-to-pawn-head-perception#post1711087). Create Pawn … attached it to character …

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**Author:** ![eduniga](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@eduniga](https://forums.unrealengine.com/u/eduniga)\
**Post date:** [June 19, 2020, 4:48pm UTC](https://forums.unrealengine.com/t/attach-pawn-sensing-to-head/466978/3 "2020-06-19T16:48:36Z")

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Right I forgot to add, I’m using the default pawn blueprint cause it has the movement character function. I’m guessing there is no way to do this on the default pawn blueprint right?

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**Author:** ![EvilCleric](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@EvilCleric](https://forums.unrealengine.com/u/EvilCleric)\
**Post date:** [June 19, 2020, 4:54pm UTC](https://forums.unrealengine.com/t/attach-pawn-sensing-to-head/466978/4 "2020-06-19T16:54:20Z")

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You mean the character?

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**Author:** ![eduniga](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@eduniga](https://forums.unrealengine.com/u/eduniga)\
**Post date:** [June 19, 2020, 4:58pm UTC](https://forums.unrealengine.com/t/attach-pawn-sensing-to-head/466978/5 "2020-06-19T16:58:28Z")

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Correct

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<div class="post-metadata">

**Author:** ![EvilCleric](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@EvilCleric](https://forums.unrealengine.com/u/EvilCleric)\
**Post date:** [June 19, 2020, 5:00pm UTC](https://forums.unrealengine.com/t/attach-pawn-sensing-to-head/466978/6 "2020-06-19T17:00:37Z")

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Create and setup a socket in neck or head:

 ![304904-0.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/2/b/32bde23a3fb195d40cef2b54fbe37fb86c3f787a.jpeg)

First create a pawn X and add a AIPerception component:

 ![304905-1.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/3/4/334268fe993ea021bdd7ddee50982759143b7177.jpeg)

Then, in the character, spawn the Pawn X and attach it to the socket:

 ![304906-2.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/7/8/2/782266f100912531a5b6cc1ab0850075851fd574.jpeg)

You must still setup the communication between the sensing Pawn X and the character accoding to your needs (in this case it just print hello when other pawn is detected).

**PS: the Visual Debugger doesn’t work for this method.**

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<div class="post-metadata">

**Author:** ![eduniga](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@eduniga](https://forums.unrealengine.com/u/eduniga)\
**Post date:** [June 19, 2020, 5:08pm UTC](https://forums.unrealengine.com/t/attach-pawn-sensing-to-head/466978/7 "2020-06-19T17:08:53Z")

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Thank you! I’ll try it out as soon as I can!

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<div class="post-metadata">

**Author:** ![eduniga](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@eduniga](https://forums.unrealengine.com/u/eduniga)\
**Post date:** [June 20, 2020, 9:09pm UTC](https://forums.unrealengine.com/t/attach-pawn-sensing-to-head/466978/8 "2020-06-20T21:09:27Z")

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Thank you, it worked! You’re awesome

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**Author:** ![Anthony\_Attwood](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Anthony\_Attwood](https://forums.unrealengine.com/u/Anthony_Attwood)\
**Post date:** [October 6, 2025, 1:47pm UTC](https://forums.unrealengine.com/t/attach-pawn-sensing-to-head/466978/9 "2025-10-06T13:47:04Z")

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This worked like a charm thank you. Just ensure you change the AI auto possess in the sensing pawn to work on spawned also, otherwise it won’t work.
