# Which is the equivalent of "On Hear Noise" (Pawnsensing) in AI Perception?

**URL:** <https://forums.unrealengine.com/t/which-is-the-equivalent-of-on-hear-noise-pawnsensing-in-ai-perception/413580>\
**Category:** AI\
**Tags:** Perception, perception-component, unreal-engine, question\
**Created:** [January 2, 2018, 1:33pm UTC](https://forums.unrealengine.com/t/which-is-the-equivalent-of-on-hear-noise-pawnsensing-in-ai-perception/413580 "2018-01-02T13:33:27Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![anonymous\_user\_3b4bf635](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_3b4bf635](https://forums.unrealengine.com/u/anonymous_user_3b4bf635)\
**Post date:** [January 2, 2018, 1:33pm UTC](https://forums.unrealengine.com/t/which-is-the-equivalent-of-on-hear-noise-pawnsensing-in-ai-perception/413580/1 "2018-01-02T13:33:27Z")

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Hi everyone!  
I’m building an AI enemy capable to chase the player based on sight, but also on the _noises detection_.  
As far as I know, the Pawnsensing will be totally replaced by AI Perception, so I’m using the latter.

My question is: **how can I distinguish AI Sight from AI Hearing?**

Here is the BP I’m successfully using in order to detect on sight the player:

 ![225711-sight.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/8/c/2/8c279f4b87935297b31947b15e339bb1a0b23bf2.png)

As you can see there is no way to distinguish between sight and hearing, since the AIStimulus does not contain any of them. Am I missing something?

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**Author:** ![anonymous\_user\_776011b61](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_776011b61](https://forums.unrealengine.com/u/anonymous_user_776011b61)\
**Post date:** [January 2, 2018, 10:24pm UTC](https://forums.unrealengine.com/t/which-is-the-equivalent-of-on-hear-noise-pawnsensing-in-ai-perception/413580/2 "2018-01-02T22:24:14Z")

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HI

Just found this, not sure if it will work.

![225745-capture.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/f/5/4f5d2c67a375c56a66d7e9251d08243b2ac78959.jpeg)

Regards

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**Author:** ![anonymous\_user\_91c926f3](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_91c926f3](https://forums.unrealengine.com/u/anonymous_user_91c926f3)\
**Post date:** [February 24, 2018, 1:41am UTC](https://forums.unrealengine.com/t/which-is-the-equivalent-of-on-hear-noise-pawnsensing-in-ai-perception/413580/3 "2018-02-24T01:41:09Z")

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Have you found the answer yet ? I am having the same question

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**Author:** ![Baron\_von\_Whimsy](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Baron\_von\_Whimsy](https://forums.unrealengine.com/u/Baron_von_Whimsy)\
**Post date:** [March 4, 2018, 4:16am UTC](https://forums.unrealengine.com/t/which-is-the-equivalent-of-on-hear-noise-pawnsensing-in-ai-perception/413580/4 "2018-03-04T04:16:19Z")

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You can do that by following the answer laid out here:

> **[How do I access which sense is updated in the AI Perception system?](https://forums.unrealengine.com/questions/299426/how-do-i-access-which-sense-is-updated-in-the-ai-p.html)**
>
> Hi, I’m currently looking into the UE4 AI systems and have run into a problem with the AI Perception. I can’t figure out how to access the individual senses updates in Blueprint. If I have both Sight and Hearing how do I access the hearing sense...

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**Author:** ![Crono](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Crono](https://forums.unrealengine.com/u/Crono)\
**Post date:** [September 8, 2020, 8:45am UTC](https://forums.unrealengine.com/t/which-is-the-equivalent-of-on-hear-noise-pawnsensing-in-ai-perception/413580/5 "2020-09-08T08:45:08Z")

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For anyone here from Google:  
There is a “Get Sense Class for Stimulus” node.

 ![312823-stimulus.png](https://d3kjluh73b9h9o.cloudfront.net/original/4X/3/3/a/33a54778e5c4977bafc8bf564a7befd938dbbdc9.png)

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**Author:** ![shipster](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@shipster](https://forums.unrealengine.com/u/shipster)\
**Post date:** [September 8, 2020, 9:15am UTC](https://forums.unrealengine.com/t/which-is-the-equivalent-of-on-hear-noise-pawnsensing-in-ai-perception/413580/6 "2020-09-08T09:15:37Z")

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You could also use tags.  
When reporting the noise event, you can add a tag and then on “perception updated” you can check if this tag is there.

This way you can also identify different noises (such as a whistle or a gun shot) because they would have their own tags.
