add_on_hear_noise_event
Bind the On Hear Noise event so AI can react to sounds by updating blackboard with instigator, location, and loudness.
Instructions
Bind the 'On Hear Noise' event from a PawnSensing component.
Ch.10: OnHearNoise fires when the AI detects a sound within HearingThreshold. Event provides: PawnInstigator (who made the sound), Location (where), Loudness. Wire to UpdateSoundBB macro to store HasHeardSound=true and LocationOfSound.
Args: blueprint_name: Enemy AI Controller Blueprint pawn_sensing_component: Name of PawnSensing component node_position: Optional [X, Y] graph position
KB: see knowledge_base/04_AI_SYSTEMS.md#overview Example: add_on_hear_noise_event(blueprint_name="/Game/MCP_Test/BP_Example")
Input Schema
| Name | Required | Description | Default |
|---|---|---|---|
| node_position | No | ||
| blueprint_name | Yes | ||
| pawn_sensing_component | No | PawnSensing |
Output Schema
| Name | Required | Description | Default |
|---|---|---|---|
| result | Yes |