Run behavior dynamic is always none

Hello,

I’m trying to use run dynamic behavior but it is always none no matter what I do. Even if I set default behavior asset it shows as none. I was debugging the code and all seems to set up properly

header:

UPROPERTY(EditDefaultsOnly, Category="AIStateBehavior")
TMap<EAI_TaskType, UBehaviorTree*> AIStateBehaviours;

cpp

void ABaseAIController::BeginPlay()
{
	if (BehaviorTree != nullptr)
	{
		RunBehaviorTree(BehaviorTree);
	}
	BTComp = Cast<UBehaviorTreeComponent>(BrainComponent);
	
	DynamicBTGameplayTag = FGameplayTag::RequestGameplayTag(FName("BT.Task"));
}

void ABaseAIController::SetTaskBehavior()
{
	UBehaviorTree* DynamicBT = AIStateBehaviours.FindRef(CurrentTaskType);
	if (DynamicBT != nullptr && BTComp != nullptr && DynamicBTGameplayTag != DynamicBTGameplayTag.EmptyTag)
	{
		BTComp->SetDynamicSubtree(DynamicBTGameplayTag, TestBT);
	}
}

BT:

Controller: