I’ve tested again that setup, removed GA_Emote and GA_Grenade from the correspondent ability sets, and added a function after event possess inside Hero Shooter Mannequin.
For an array of ability classes selected from the main menu, connect a “for each loop” and Give Ability. The output needs to be added to an array of GA Spec Handles. Then, for each array element, set an input action or re-use any existing ones calling Try Activate Ability. The nodes inside green boxes work correctly, and none of the tags can be used as triggers for the abilities granted in runtime. Unless there is something else missing.