Behavior Tree stops working after a pawn is possessed

Hi guys!

I am having a bit of trouble with a behavior tree that stops working after I possess a pawn.

Specifically what I need to do is start the scene behavior tree working, then possess the pawn tha the behavior trait is working on to control that pawn. I know that while the pawn is being possessed, the behavior tree will not work on it. No problem there. The issue is that when I un-possess that pawn I need the behavior tree to start working again. It won’t. I have tried everything. It works 100% fine when I press play.

Any ideas? All of this is in Blueprint.

You unpossess the pawn, but which controller possess it after unpossess…
Not sure but I think you have make an AIcontroller to possess it to activate tree behavior