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How to get Tag from Make Noise Event?

Hi guys! How do you get the tag from the make noise event after it is perceived by an AI? I can get the instigator, location, etc., but not the Tag I set in the Make Noise Event node.

Anyone know how?

Product Version: UE 4.9
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asked Apr 21 '16 at 09:25 AM in Blueprint Scripting

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Jujaswe
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If you have in mind OnHearNoise delegate of the PawnSensingComponent then its signature has not "tag" parameter. But AActor::MakeNoiseDelegate has parameter Tag. Its all about 4.11

 DECLARE_DELEGATE_SixParams(FMakeNoiseDelegate, AActor*, float /*Loudness*/, class APawn*, const FVector&, float /*MaxRange*/, FName /*Tag*/);

And internal method MakeNoiseImpl rejects Tag parameter:

 void AActor::MakeNoiseImpl(AActor* NoiseMaker, float Loudness, APawn* NoiseInstigator, const FVector& NoiseLocation, float MaxRange, FName Tag)
 {
     check(NoiseMaker);
 
     UPawnNoiseEmitterComponent* NoiseEmitterComponent = NoiseInstigator->GetPawnNoiseEmitterComponent();
     if (NoiseEmitterComponent)
     {
         // Note: MaxRange and Tag are not supported for this legacy component. Use AISense_Hearing instead.
         NoiseEmitterComponent->MakeNoise( NoiseMaker, Loudness, NoiseLocation );
     }
 }

 FMakeNoiseDelegate AActor::MakeNoiseDelegate = FMakeNoiseDelegate::CreateStatic(&AActor::MakeNoiseImpl);
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answered Apr 26 '16 at 07:30 PM

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