Hi,
You can cast a ray at a specific direction and then test if the player is indeed not occluded and if within a certain range.
one way all doable with playmaker ( amongst many other of course):
Have a look out fsm on a gameObject attached to the enemy to always look at the player, cast a ray from this game object, because it is always looking at the player, you then test if the first hit collider is part of the player, and if yes then test the range.
if you need a constrained field of view, simply constraint your look out somehow to only work when the angle between your enemy forward direction and the look out gameobject is less than a certain angle. then if the enemy is not facing the right way, the system will not even bother casting a ray. Do that also with the distance, compute the distance between your enemy and the player, if it's too far, don't even bother doing a look out and even less a ray cast.
Does that make sense?
Bye,
Jean