When debugging AI in Blueprint, it’s hard to know which AI controller you’re selecting as the debug object, since they’re never named anything useful, and you can’t easily tell what pawn the controller is possessing, and you can’t set the AI controller’s display name from Blueprint (or else I’d just have the AIcontroller rename itself to something useful on BeginPlay).
It would be nice if the dropdown would tell us what pawn(s) the controller was possessing, or if SetDisplayName was a thing.