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Dropping Object Makes Noise in Unreal Engine 5 | Horror Escape Game - Part 10 | Beginner Friendly

169 views· 12 likes· 22:00· Feb 20, 2026

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In this video, we saw How to make Enemy AI follow noise in Unreal Engine 5. How to drop objects in Unreal Engine. This video also includes How to make horror game in Unreal Engine. Download Project File: https://www.patreon.com/posts/complete-horror-149176525 Join My Discord Server: https://discord.com/invite/4nNtzmjhQZ Full Playlist: https://www.youtube.com/playlist?list=PLCXlkEo1ncsCWDlGqDoMC9BeBVxBGOg00 If this video helped you, please drop a like and subscribe to my YouTube channel: @VercionGames Download My Games From Here: https://play.google.com/store/apps/details?id=com.vercion.Rampit Contact me here: vercionstudio@gmail.com Music used in this video: Teapot by Lukrembo Get them from here: https://freetouse.com/music Current Subs - 2332 ___________________________________________________________________________ unreal engine 5,ue5,horror game, tutorial, unreal engine horror game,first person horror game unreal engine 5,ue5 first person horror,ue5 beginner tutorial,ue5 how to make a horror game,unreal engine 5 simple beginner tutorial,unreal engine 5 easy horror game,unreal engine 5 beginner game,unreal engine 5 how to make a horror game on unreal engine 5, unreal engine 4,ue4,unreal engine 5 easy game tutorial,ue5 make creature ai chase game tutorial, beginner 1st person horror game in ue5 ___________________________________________________________________________ My Laptop Specs: 16 RAM DDR4 RTX 3050 AMD Ryzen 5600h #unrealengine #ue5 #ue4 #ue4tutorial #unrealengine4 #unrealengine5 #blueprints #GameDevelopment

About This Video

In Part 10 of my Horror Escape Game series in Unreal Engine 5, I build a full “dropping object makes noise” system so the ghost AI can react to the player’s mistakes. The idea is simple: when the player drops or knocks down anything—like a painting, kettle, plate, or random props—it creates a noise event, and the ghost will follow that noise location. I set up a Base Droppable Blueprint using an interactable base class, add a Pawn Noise Emitter, and use physics + impulse so the object actually falls and gets pushed in the direction the player is looking. Then I make the noise feel believable: I only trigger the sound on a real impact by checking Normal Impulse length (I use a threshold like 500), play an impact sound at the actor location, and call Make Noise so the AI can hear it. I also solve common issues I tested myself—like interaction blocked by wall collision, the player colliding with props, and the painting dropping from behind the wall—by fixing collision, setting Pawn to Ignore, and adding an “Is At Front” check using forward vector distance comparison. Finally, I wire the AI side: I store the Noise Location in the blackboard, switch the ghost state to Follow, and run an AI Move To task (with a small trick of switching to Lost first to avoid glitches).

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