SpawnActorByClass does not build and link an Actor’s AI. Instead, we must use
SpawnAIByClass. This breaks generic spawning behavior, even though there is UI to select an Actor’s default AI class in the Blueprint editor. This is inconsistent and requires unnecessary work and consideration when building AI-driven Pawns.
Take a look at the thread linked below:
I believe you’ll just need to set the Auto Possess AI option to Spawned instead of just Placed in World for this to work properly.
Let me know if that helps.
Have a great day