AActor::MakeNoise
#include "GameFramework/Actor.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallableBlueprintAuthorityOnly
Description
Dispatches a noise event that can be picked up by `UPawnSensingComponent` instances. The noise instigator pawn must have a `UPawnNoiseEmitterComponent` for the event to be detected.
Caveats & Gotchas
- • The `NoiseInstigator` (or the actor's `Instigator`) **must** have a `UPawnNoiseEmitterComponent` attached, otherwise the noise is silently discarded — there is no warning.
- • `BlueprintAuthorityOnly` means this node is a no-op on clients in a multiplayer game. Noise propagation is server-authoritative; do not rely on it for client-side feedback.
- • When `NoiseLocation` is `FVector::ZeroVector` the engine substitutes the actor's current world location, not the instigator's location. Pass the instigator's location explicitly if the noise source should follow the pawn.
Signature
ENGINE_API void MakeNoise(float Loudness=1.f, APawn* NoiseInstigator=nullptr, FVector NoiseLocation=FVector::ZeroVector, float MaxRange = 0.f, FName Tag = NAME_None); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| Loudness | float | Relative loudness, typically 0–1. Scales the detection range when MaxRange is non-zero. | 1.f |
| NoiseInstigator | APawn* | The pawn responsible for the noise. Falls back to the actor's Instigator if null. | nullptr |
| NoiseLocation | FVector | World-space location of the sound. Uses the actor's location when zero. | FVector::ZeroVector |
| MaxRange | float | Maximum hearing range in cm. 0 means the sensor's built-in range applies. | 0.f |
| Tag | FName | Optional identifier so sensors can filter by noise type. | NAME_None |
Return Type
void Example
Emit a gunshot noise from a weapon actor C++
void AMyWeapon::Fire()
{
// Emit noise so patrolling AI can hear the shot
MakeNoise(1.0f, GetInstigator(), GetActorLocation(), 3000.f, FName("Gunshot"));
} Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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