If you dont Auto Possess AI Placed in world or when spawned, how would you do it?

Currently, I can spawn and move my AI around a nav mesh on click. But the “Run Behavior Tree” node runs for every single character I spawn, I want to leave “Auto Possess AI” disabled, and then individually possess AI to move around after they have spawned.

I know there is a node called “Possess”, but I dont know what to do with it…it wants a pawn reference and I wouldnt know how to get it the reference that it needs…

Any help would be greatly appreciated

From your AIController object reference, use Possess and pass in the Pawn you want to posses with AIController.

Hi thanks for your reply!

What exactly do I pass to the pawn reference?

Like, How do I reference a pawn that hasnt been spawned yet?

Ok so I dont know why but at first possess wasnt accepting my object reference from “Get all actors of class” and now it is, allowing me to get references to pawns that have been spawned.

Which is what I needed all along!