How to make AI Run Away from Player with BluePrint?

There are a few ways to do this, depending on game design.

You could set a number of “good hiding spots” using some kind of marker actor, and then pick a random one, or the closest one that’s not too close to the player, as your movement target.

Or you could create the vector pointing away from the player (calculate Normalized(AIPos - PlayerPos)) and multiply that by 80 meters, use the navmesh “get closest navigable point” function with that point as an argument, and run to there. Maybe add some random X/Y +/- 20 meters to make it slightly less “just run straight away.”

Both of these are reasonably straightforward, and may be good enough. If you try them, and they’re not good enough for your gameplay, then you’ll have to think a little harder about what your gameplay really requires, and attempt to modify the system to do that. Maybe there are allies they want to run to? Maybe there are resources (healing?) on the map they want to gather? Maybe there is treasure they want to guard?