Won't fix due to legacy code that is being removed
Hear events are never fired while See events are fired. They are mutually exclusive, with See events taking priority if both happen.
1. Create a Top-Down project
2. Create a copy of ThirdPersonCharacter (TPC for short)
3. Name it BOTCharacter
4. Open the original TPC Blueprint
5. Give TPC a "Pawn Noise" component
6. Create an input trigger ("Q" for example)
7. Get a reference to the Pawn Noise component to drag a "make noise" node from it.
8. In the Player Controller Blueprint defaults, uncheck "Consume Input"
9. Open the BOTCharacter Blueprint
10. Add a Pawn Sensing component
11. Create On See Pawn and On Hear Pawn events
12. From those events add two different print strings
13. Place a BOTCharacter in the level
14. Walk in from of BOTCharacter
15. Press the input key for Make Noise
Results: Seeing will trigger when the area is entered, but will block out the ability to hear the noise. When behind the BOTCharacter, hearing can be triggered with noise once again.
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