You can also use OnTargetPerceptionUpdated and a branch node to set a Bool, such as CanSeePlayer? from true to false, and vice versa. A little more plumbing from there will allow you to get it to do what you want it to do. The event comes off of the AI Sensing Component. Not sure if you can get this from a Pawn Sensing component (I don’t think so). If you break your AI stimulus you’ll be able to access the “On Successful Sensed” return value, and very directly be able to control the flow from there.