How to add Pawnsensing to my AI Behaviortree?

Awesome, it worked ! Thanks a lot, i didnt think of such a simple way, i feel kinda silly now :smiley:

So the VisionCheckService also spawns targetpoint actors that store the location where the player was last seen, so unless i find a better way to do that, i will keep it^^

I have decided to use perception because of your example.

I have seen that i can specify the Perception Stimuli to what sense should be stimulated.

Can you tell me how i differenciate between those two senses when i want to call it, because my AI should act diffrently when he hears something as when he sees something. (in your example i can only see “successfully sensed” as boolean option.

Thanks a bunch for staying with me, the UE community really makes learning the engine fun :slight_smile: