I found a quote on a UT3 modding forum recently:
"There are so many caveats i came across, too many to list, but here is an example, you can get SeePlayer() events from a bot in kismet, but they only happen while the bot is frozen (which means it's standing still).. if you want a bot to run around finding enemys then thats a problem. There is a bug in AIControllers that under certain circumstances, the bot loses the path network and just suicides.. I had to work this stuff out and either fix it, or work around it.."
This is a huge problem for us. This basically makes it so that patrolling guards won't be able to see the player. That explains the struggle I've been having… I can get the bot to attack the player as long as the bot isn't patrolling to a node… UGH.