All behavior tree nodes execute twice

Been working on a project for the best part of this year and just discovered that all my BT tasks are running twice. All logic in in Blueprints except for running the behavior tree from AI controller C++ on possess.

Hoping someone else may have run into this issue?

Are you making a single player game or multiplayer? Could it be running twice because the character is being possesed multiple times?

Add a breakpoint and test how many times the posses command is called.

It’s multiplayer but the AI controller only runs on the server. I tested the C++ run behaviour tree code and it only runs once.