How to add Pawnsensing to my AI Behaviortree?

Hey, thanks again for your answer ! The thing is, i know how to use the OnSeePawn in the Character or AIControllers EventGraph. But i am not sure how to call it in a BehaviortreeService (the one in the image) or if this is even the right way to access the pawnsening component. As you can see here

i am running the Visioncheck where the “sensingcode” is called. I didnt find a way to access the pawnsensing component in this Service. Here are some more detailed images of the Visioncheck Code

Maybe im completely wrong with my attempt :frowning: