How to check peripheralvision don't see the pawn


	
//Initialize senses
	PawnSensingComp = CreateDefaultSubobject<UPawnSensingComponent>(TEXT("PawnSensingComp"));
	PawnSensingComp->SetPeripheralVisionAngle(30.f);



	
if (PawnSensingComp) {
	PawnSensingComp->OnSeePawn.AddDynamic(this, &AEnemy::OnPlayerCaught);
}




void AEnemy::OnPlayerCaught(APawn* Pawn) {
	
	/*Get a reference to the player controller*/
	AEnemyAI* AIController = Cast<AEnemyAI>(GetController());

	if (AIController) {
		GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Red, TEXT("You have been caught!"));
		AIController->SetPlayerCaught(Pawn);
	}
}


Is their a way to check pawn not seen by sensing…

Dont use pawnsensingcomponent, use perception component instead. Pawn sensing was always a bit of a crappy stop-gap. With perceptioncomponent you can use the debug view to see peripheral vision angles and shows perceived agents.