Behavior Tree is ignored depending on if spawned in or not

I have AI-Controlled pawns whose controllers are an inherited blueprint from another controller (both of which were done by me, not using starter content here tbc). When placed in world, they correctly follow their behavior tree, which states:

The focus here is on this path, which stems from when their deployed state is set. When it initially is, all they’ll be doing is standing in place (as seen at the far end), as the other two sequences aren’t properly set yet.

However, when spawned in (from a spawner I have rigged up to spawn these guys every 10-20 seconds), on their deployed key being set, they DON’T stand still. In fact, they instead act like they’re following the behavior tree associated with the controller they’re inherited from (which tells them to find a random place and walk to it much like the basic AI nav tutorial).

Might anyone know why this is happening? (please?)

Hey MFullstop! This usually happens because the spawned AI’s Behavior Tree isn’t fully initialized when it starts running. When placed in the world, Unreal sets it up automatically — but when spawned, it might still be using the parent controller’s tree. Try calling RunBehaviorTree() in your controller’s BeginPlay or right after possession to make sure it uses the right one. Also double-check the controller and tree are properly assigned in the blueprint defaults.

That worked technically! Funnily enough, I was already calling it from BeginPlay() but needed to call it from OnPosess() as well! Thanks for the help