Pawn sensing in level blueprint

Working on getting a simple AI working in my blueprints. Currently the AI will run to the player and kill the player once you enter a trigger volume. However I want the AI to run to the trigger volume and then if the player is in the field of view they will chase down and kill the player. I assume pawn sensing is the best way to do this, however I can’t seem to implement the pawn sensing correctly.

Because level blueprint is not for that, it’s for level scripting not AI. You should place pawn sensing in AI pawn or character it self