SeePlayer() event not triggering in singleplayer mode..?

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.