What is the simplest way for an AI to detect when you've jumped over them and are at their back (in a 2.5D game)?

Hi there, I have a 2.5D setting with an AI where the player can jump over the AI, and my goal is to make the AI turn around when I jump over them. Currently I do have an implementation however it works 8-9 out of 10 times only and I feel like there’s likely a better and less fragile way of doing it.

How it works now is that I have an AI with pawnsense which triggers the OnSeePawn event when it sees a player, and this fires every 0.5 seconds. In this blueprint tree I have a delay somewhere which takes care of the firerate which is 1.0 second, and I also use this delay to check after if the player is behind the AI, and if it is then turn around. The problem is that there is no event or trigger you can pull for when the player is out of sight, so that’s why I’m doing this weird way. It’s obviously also not that reliable and feels more complicated then it needs to be as it took me a really long time.

My question is how I can improve it, or whether I should move to a completely new approach alltogether which doesn’t include pawnsense?

See video of the current behaviour below and how it doesn’t always trigger:

For reference also my part of my blueprint that starts of the SeePawnEvent of the pawnsense, in case it could clear up things: