Issue solve. You can get “ID” for each sense asking your sense config class. So to know whether your character has seen or heard something, you have to store your sense IDs and then match against those IDs:
FAISenseID sightid = SightConfig->GetSenseID();
FAISenseID hearid = HearingConfig->GetSenseID();
if (Stimulus.Type == sightid)
UE_LOG(LogTemp, Warning, TEXT("I SAW YOU!"));
else if (Stimulus.Type == hearid)
UE_LOG(LogTemp, Warning, TEXT("I HEARD YOU!"));
cheers
f