This Unreal 5.3 Gameplay Ability System video is about using the Modular Gameplay System with the Game Features Plugin to be able to subscribe to an event, signifying that pawns are ready. I also just started learning this about a week before I recorded this video, so I am no expert. I looked through Lyra, and some documentation linked below, to help piece together how this works, and to make a barebones version for our needs.
We start by enabling the Modular plugins in the Editor, and then create the Pawn Manager Component Class in C++. That class relies on some C++ Gameplay Tags and an IsReady function in the Character Class. We then create the Pawn Manager Plugin, which will attach the Pawn Manager Component to every Character, and update the Character blueprint to Set IsReady to true. Since the functionality was added to the TDSCharacter class, not the TDSEnemyCharacter class, it won’t work for Enemy characters, unless you follow those same steps for the Enemy Character class…
https://dev.epicgames.com/community/learning/tutorials/w6Vm/unreal-engine-27-modular-gameplay-and-initstate-let-s-make-a-top-down-shooter