By looking, if you mean the player character’s face and not to camera that the player controls, you can cast a line trace from the player to somewhere further by using a “Line Trace by Channel” node. Plug in the player’s location into the start pin, then get the player’s forward vector, multiply it by a big number like 5000, add that onto the player’s location and plug the result into the end pin of the node. Get an “Is Valid?” node (with the question mark) and place it after your line trace node. Right click on the out hit pin of the node and split it, get the hit actor pin and connect it to the input object pin of the Is Valid node. After that node, place a “Branch” node. Get a “== (object)” node and connect it to the same hit actor pin by dragging out that hit actor pin and typing “==”, then select your enemy’s blueprint from the drop down menu as the other pin of the “== (object)” node. Once that’s done, plug that node’s red output pin into the condition pin of your Branch node. After it’s true pin, either stop the execution of your chasing task (how to do that completely depends on your implementation) or set your enemy’s max walk speed to 0 by using a Cast To node to cast to your enemy blueprint, getting it’s movement component, dragging a “Set Max Walk Speed” node and setting it to 0. And finally, do the opposite after the false pin of your Branch node, and you’ll be good to go