How can I return a player index when an AI pawn-sensing component overlaps a player?

Hey guys! I am making a multiplayer stealth game and I’ve been having lots of problems with player indexes. I will post a separate question about the other issues. I was wondering if it would be possible to make the AI pawn-sensing component return a player index on overlap, that the other AI would be able to read it and attack that specific player index.

For example, player one is seen by an AI and player two remains hidden. All AI will be alerted to attack player one, however, player 2 will remain hidden until he is seen.

How could I go about doing this? Thanks so much in advance!

What specifically have you tried? Are you after a generic approach or specific advice?

I have taken a look at the Blueprint example map and found that the security cameras in that example actually do not use the pawn-sensing component, but rather, they simply use a capsule collision to “see” the player. I have decided to go this route, seeing as this method allows me to get the player index immediately as the player is seen and use it elsewhere in my blueprints! I know that this may not be the most effective way of going about this, but in any case, I hope this helps somebody else that is having a similar problem!