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Make Enemy AI Hear You in Unreal Engine 5 | Horror Escape Game - Part 6 | Beginner Friendly

564 views· 20 likes· 14:40· Feb 6, 2026

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In this video, we saw How to make enemy AI hear noise in Unreal Engine 5. How to make Enemy AI react on sound 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 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 Butter by Lukrembo Get them from here: https://freetouse.com/music Current Subs - 2248 ___________________________________________________________________________ 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 6 of my Horror Escape Game series in Unreal Engine 5, I make the ghost AI a bit more smarter by letting it hear the player. I start by adding footstep sounds in my character blueprint, then I connect those footsteps to AI hearing using a Pawn Noise Emitter component and the Make Noise node. One big issue here is sound spamming when you hold movement keys, so I fix it with a simple timer setup (0.35 seconds) and a couple of clean conditions—only play footsteps when the timer isn’t valid and when the character is not falling. After that, I hook the ghost’s Pawn Sensing “On Hear Noise” event to switch the AI into the chasing task, just like the “On See Pawn” logic. But I also show an important glitch: the ghost can hear you through floors, which feels like cheating in a horror game. To solve it, I add a “Can Sense Player” line trace function that only allows chasing if there’s a direct hit to the player (using my character interface), and I also set the character mesh visibility collision to Block so the trace actually hits. Finally, I add scary audio: a tension loop for chasing (fade out when chase ends) and a jump-scare sound for attacks, so the whole experience feels 10 times more scary.

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