What people are trying to say:
There are 10 instances (copies) of your AI controller, because there are 10 characters being AI-controlled.
EACH ONE OF THEM will run a copy of the same code you make.
So, instead of getting display name of item 0 in an array, you can use Get Controlled Character to get the character that the particular AI controller instance is controlling, and then print the display name of that.
That will let you vary what’s being printed based on which specific character is being controlled.
Now, you can provide different property values for your controlled character instances when you spawn them, and/or in the level if you pre-place them.
Define properties in the character blueprint as “editable” and “expose on Spawn” to do this.
You can then cast the Get Controlled Character return value to YourCharacterClass, after which you can read the specific instance variable value (say, each character could have a different Strength attribute, or whatever.)