So, I got a basic set-up working where pawn sensing is “off” to start and turns on later. I don’t have the rest of the functionality so there is no following behavior BUT the pawn sensing is working as expected. Here is what I did. In the Human AI, I added a “collision sphere” this will serve as the necessary trigger to tell when the Penguin has come close enough to be followed. Also, set the default behavior of the pawn sensing to not see pawns. Do this by clicking on the pawn sensing component, on the right hand side you will see the details panel of all the options, about halfway down is a box that is ticked by default that says “see pawns”. Uncheck this box so default behavior is to NOT see pawns. Then click the sphere collision and use an “on component overlap” node, cast this to the penguin character, if true get the pawn sensing component, drag off from that and say “Set See Pawns”, now check this box to be true. Your AI will now have pawn sensing enabled. Let me know if this will work for you. Sorry for sending you on a run around with the other stuff…didn’t realize the binding issue until just now