Emitting noise from any actor

In my game, the player can throw some bombs that regularly make noise… but this latest is never detected by the AI characters around, even if they have a valid PawnSensingComponent, and that my noise is emitted using PawnNoiseEmitter::MakeNoise.
(cf PawnSensingComponent - Hearing no longer works in 4.5 - Programming & Scripting - Epic Developer Community Forums)

It seems that only pawns with a controller can emit noise… But even if the bombs objects inherit from APawn, they have no controller… How can I handle that?
(cf UPawnNoiseEmitterComponent::MakeNoise | Unreal Engine Documentation )

I’m facing the same problem, can someone answer this question?

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.

void MyPlayerCharacter::EmitNoise(float Loudness, FVector Origin)
{
	NoiseEmitter->MakeNoise(this, Loudness, Origin);
}

Can you show me how to do it with blueprint?

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:

  1. You create a sphere colision on the emiter, set it to Overlap All Dynamic, set its radius. This will work as our noise range
  2. You use Get all actors of class and specify the enemy AI class
  3. You make an ForEach loop from the array, and check by branch if a specific AI enemy is in range by IsOverlappingActor
  4. 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!