Behavior Trees for Player Controller?

@Roy_Wierer.Seda145 But doing it in Behavior Trees makes it much more understandable, easier to debug, and in general - that’s what they are for.

I found this thread Is it possible to use both AI Controller and Player Controller with the same pawn? but it’s pretty old, and in the end there was no clear answer.

I think the reasoning makes sense. In RTS games, for example, there are many characters that are both AI and Player Controlled (if currently selected). So there must be a way to do this.