Spawn AI on collision box blueprint and have control over setting path points

Hi,

I’m not very familiar with blueprinting in Unreal, and I believe I have taken on a massive undertaking due to an admitted over-ambition. Here’s the backstory, as simply as I can put it:

I am taking an Applied Game Design class, where the focus of the class is creating meaningful mechanics with the use of Unreal’s blueprinting feature. I followed a tutorial to create an AI using blackboard and behavior trees that would follow a designated path and then, upon seeing the player, would chase after the player until the line of sight is broken. This works fine on its own. My problem is getting two separate things to spawn in one blueprint: the AI mannequin and the patrol path functionality (which I think is being derived from the behavior tree. I don’t fully understand the schematics of the entity I’ve created, only that I followed a tutorial and that that tutorial worked), and then have control over the patrol path blueprint (which is the deciding factor on whether the AI will function within a nav mesh bounds area or not) in order to make it follow a specific path and then chase the player.

I followed a series of tutorials which I will list below as follows:
Part 1 (Behavior tree):Unreal Engine 4 Tutorial - AI - Part 1 The Behaviour Tree - YouTube
Part 2 (AI perception):
Unreal Engine 4 Tutorial - AI - Part 2 AI Perception - YouTube

Part 3 (How to make AI chase player):Unreal Engine 4 Tutorial - AI - Part 3 Chasing the Player - YouTube
Part 4 (Goes over creation of patrol path):Unreal Engine 4 Tutorial - AI - Part 4 Patrolling NPC - YouTube
Part 5 (Continued creation of patrol path):Unreal Engine 4 Tutorial - AI - Part 5 Patrolling NPC Continued - YouTube
Part 6 (Goes over creation of guard searching behavior):Unreal Engine 4 Tutorial - AI - Part 6 Guard AI - YouTube
Part 7 (Continued creation of searching behavior):Unreal Engine 4 Tutorial - AI - Part 7 Guards Searching - YouTube
These videos outline and walkthrough the steps needed to create an AI that will follow a path and be able to detect the player once they cross into the AI’s line of sight. It will search for the player and then resume patrolling if the AI cannot find the player. I want to be able to spawn the AI in using a simple overlap blueprint and then also be able to pair the actor with a specific patrol path which I can edit to give it its function. Without the patrol path, I can only spawn the AI, and it will not do anything else aside from standing where I want to spawn it initially.

Any help would be greatly appreciated.

Thanks!