Detour Crowd Ai Controller Behavior Lost on Possess

I am using the Detour Crowd AI Controller for the following player characters, which works perfectly on the initial load. However, when I swap between player characters, the Detour Crowd AI Controller appears to stop functioning.

I am repossessing and possessing each player character’s owner AI controller instance during the swap, which works, but it is obvious I am missing a step because the following player characters no longer utilize the Detour Crowd AI Controller behavior and ignore each other’s positions.

I have attached a video demonstrating the issue. The video demonstrates how the following player characters attempt to avoid each other; then I swap, and the following characters ignore each other.

When you say “player character” does that actually mean a character with a player controller?

A character (or any pawn) can only have one controller. When you possess a pawn with a player controller, whatever the previous controller was, will be lost.

It is only one Player Controller. The term “player character” in this case refers to BP_PlayerCharacter, which is a child of BP_Character, whose parent is the Unreal Character class.

I was thinking the order of operations on possess events might be different from an initial play in editor than an in-game player character swap, but the order of operations appears to be the same from BP_Character to BP_AIController then BP_PlayerController.