AI Patrol on Spawning

Hi, i am having a problem with getting my AI to follow a targeted patrol route when they spawn into the level from a spawner i have made, the problem only seems to be when they spawn into the level, as Pre placed AI in the level will follow the target points i have placed with no problem at all.

What i believe the problem to be is in the way i tell the AI which Target point to move to, first i place a TargetPoint into the level which is an actor Blueprint, then i have a BTT_Task to set the target point the AI should move to, where i have a Blackboard Key selector called ‘DesiredWaypoint’ which is set to editable, the way i get the targeted waypoint is from selecting it in the level editor from the Pre placed AI default values.

Where i believe the problem to be, is having to set the Target waypoint through selecting it in the level editor, and i believe i need to create and set a default value for the waypoint in the Blueprint itself, so when the AI spawn in from the Spawner they will already have there target waypoint set, where as at the moment i can only set this default/ first waypoint to AI that is already placed within the level. All my AI is handled through a behavior tree, everything else in my Beauvoir tree does work correctly it is only the patrol point/ move to targeted waypoint part that does not.

Check if they have loaded AI controller (for eg make them print “loaded/not loaded” on spawn).
There is dropbox that says when AI controller is automatically loaded for paw, somewhere in details.

Also for waypints best would be EQS, it can react to other ai pawns, you can extend it with cover etc.

Hi, sorry for late reply, They are definitely using the correct AI Controller and Behavior tree as they do everything else that i intend them to do. Such as, move to random points within radius, chase the player when seen and go back to wandering when they loose site of them, as well as attack the player when in range.

What the problem seems to be, is the way i set the targeted waypoint for the AI to move to, When they spawn in, they can’t see the waypoint i want them to move to, as it is not set for them when they spawn in.

In fact i just found this other forum post which outlines the same thing that i want to achieve.
https://answers.unrealengine.com/questions/403678/initialize-an-ai-characters-waypoint-before-its-cr.html

But this person seems to be working with C++, i wish to do this through Blueprints as i have not had much experience in using C++ but i am learning.