Behavior Tree won't complete task if AIController Possess a newly spawned character

Trying to get the AI controlled character to simply respawn.

If the controller Posses a newly spawned actor, the behavior tree gets stuck because it won’t finish the task.

I tried using the function Run Behavior Tree for the newly spawned AI but that just crashes the editor.

Any tips? I’ve been stuck on this one for a while now.

never mind, I figured it out, I had to use “spawn ai from class” and “detach from controller pending destroy” before possessing the new AI