How to Un-see player PawnSensingComponent

Hello Community!

I’m trying to have my PawnSensingComponent be able to ‘UnSee’ a player. However, I’m not quite sure if that is in the functionality of the PawnSensingComponent. Is there any work around to get this to work? Or should I just use a line trace and distance/dot product check instead?

void ATurret::OnSeePlayer(APawn *Pawn)
{
	ABaseCharacter *Char = Cast<ABaseCharacter>(Pawn);
	if (Char)
	{
		if (TurretState != ETurretState::E_Attack)
		{
			InitializeAttackState();
			SetTarget(Char);
		}
	}
}

I decided to switch to AIPreception instead. Considering seeing a majority of the post saying PawnSeeingComponent is obsolete, might as well use the newest