Looking at your blueprint:
- You use GetAllActorsOfClass but use Get for only one AI
- This one AI is used to spawn the projectiles
- There is a timer which is looping a function which starts a timer(!?) which is then connected to nothing
- You do this in every AI character so maybe every character uses a Get 0 from the AI array and uses the same location
- There are disconnected nodes
Try to Cast to the Character after OnPawnSensing, Stop the movement and then Spawn the Projectiles. No GetAllActors. Define it for one. Test it.