[BUG] AiController On Possess called before possessing is done

I have an AIController in Blueprint with a On Possess event that starts a Behavior Tree. The pawn passed by On Possess is all fine but at this point there is ControlledPawn set for the controller, meaning that my BT won’t have a controlled pawn for a while.

It was stated here : Controlled Pawn == None, but there is a controlled pawn - AI - Unreal Engine Forums that on possess is a good place to use controlled pawn, so i would assume this is a bug, but correct me if i am wrong.

Cheers