This helped me a lot. In case someone needs it in c++ :
FActorPerceptionBlueprintInfo Info;
GetAIPerceptionComponent()->GetActorsPerception(PlayerPawn, Info);
if (Info.LastSensedStimuli.Num() > 0) {
const FAIStimulus Stimulus = Info.LastSensedStimuli[0];
if (Stimulus.WasSuccessfullySensed()) {
//Player in sight
}
else {
//Player out of sight
}
}