If you use (outside of any state)
event SeePlayer (Pawn Seen)
{
super.SeePlayer(Seen);
`log(Seen);
}
Does it not log the player? SeePlayer in an AIController works right out of the box for me.
EDIT: Almost works out of the box for me… I recall the default implementation of GetPlayerViewPoint put the ai eyepoint in the ground. Here’s mine if it helps you:
simulated event GetPlayerViewPoint(out vector out_Location, out Rotator out_Rotation)
{
local vector Location_New;
Location_New=Pawn.Location;
Location_New.z=Pawn.Location.z+Pawn.EyeHeight;
out_Location = Location_New;
out_Rotation = Rotation;
}
But once I had the AI’s viewpoint set up correctly, I simply used seeplayer without any modifications and it works fine.