In a BP parented from a BTTask_BlueprintBase the Cast to MyAIController was always failing. But, it cast true as a AIController.
I set up my MyAIController Class on the Pawn, that I spawned at level start using the AISpawn node.
Is this intentional, that if you are using a BehaviorTree you can not use your own class extending AIController?
Here the controller is set in the CatPawn:
Then in the Level Blueprint the SpawnAI node is called, you can see it fails the cast on the controller.
I replied in your thread with the workaround. It is a confirmed bug.
This was answered by an Epic Dev on the forums. It is a bug, this is a work around:
SasMaster
(SasMaster)
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