I solved the problem myself. The problem was still in AI Controller class and was caused by not starting behavior tree through UBehaviorTreeComponent. Instead I started the behaviortree through AIController.
BT_Component->StartTree(*Character->BehaviorTreeAsset); <--------- the correct function
RunBehaviorTree(Character->BehaviorTreeAsset);
I am still note sure when or where should AAIController::RunBehaviorTree(UBehaviorTree* BTAsset) function ever be called. What’s the purpose of this function?
Waiting for your response.
With regards.