As a workaround, I made the noises being always emitted from the player character, where the MakeNoise function works. I’ve added a NoiseEmitterComponent to it.
This is a OLD post, but If someon else has a problem: here is my work around:
The PawnSensing senses only pawns, so I managed to make my own simple way for the AI to hear noises from non-pawn objects:
You create a sphere colision on the emiter, set it to Overlap All Dynamic, set its radius. This will work as our noise range
You use Get all actors of class and specify the enemy AI class
You make an ForEach loop from the array, and check by branch if a specific AI enemy is in range by IsOverlappingActor
If it is true, You cast to it and call a function which does whatever the AI does when it hears the noise
Simple and working. You can pass additional data by the function inputs if You need like noise location or other. Hope that helps!