Using pawn sensing in char or controller?

Hey guys, so ive been diving into behavior trees and AI last few days was watching a tutorial dealing with pawn sensing…(i know its about to be deprecated but for a noob like me AI perception seems harder to deal with atm)

anywho, when using behavior trees and such does it matter if the component is on the AI character vs the AI controller?

I consider the controller the brain of the npc, totally unrelated from its sensing ability (different pawn can have different sensing parameters), so when my PawnSensing component fire an event (like OnSeePawn), I call a relative event in my controller.

This way, i can have different controller to have different behaviors on the same pawn class.