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AActor::MakeNoise

function Engine Blueprint Since 4.0
#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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