Taming Wildlife Using Spawner

i am trying to get the wildlife spawner to isntantly tame wildlife on activation, for example the wolves, is there a way in the events section to do this, i have taming enabled but that just allows me to tame the animal and doesnt spawn pre-tamed, im very new to UEFN and would love some help. Thanks!

Function Tame When Receiving From
I have not done this personally, but from the description - this might be what you need.

from Fortnite.digest.verse

    # Used to spawn various wildlife that players can herd, hunt, or tame.
    wildlife_spawner_device<public> := class<concrete><final>(creative_device_base):
        # Signaled when this device spawns wildlife.
        # Sends the `agent` wildlife that was spawned.
        SpawnedEvent<public>:listenable(agent) = external {}

        # Signaled when wildlife is eliminated.
        # `Source` is the `agent` that eliminated the wildlife. If the wildlife was eliminated by a non-agent then `Source` is 'false'.
        # `Target` is the wildlife that was eliminated.
        EliminatedEvent<public>:listenable(device_ai_interaction_result) = external {}

        # Signaled when a wildlife eliminates an agent.
        # `Source` is the wildlife that eliminated the agent.
        # `Target` is the agent that was eliminated.
        EliminatingEvent<public>:listenable(device_ai_interaction_result) = external {}

        # Signaled when wildlife is tamed.
        # `Source` is the `agent` that tamed the wildlife.
        # `Target` is the wildlife that was tamed.
        TamedEvent<public>:listenable(device_ai_interaction_result) = external {}

        # Signaled when wildlife is untamed.
        # `Source` is the `agent` that tamed the wildlife.
        # `Target` is the wildlife that was untamed.
        UntamedEvent<public>:listenable(device_ai_interaction_result) = external {}

        # Signaled when wildlife is force-spawned and causes the oldest wildlife to be eliminated.
        # Sends the `agent` wildlife that was spawned.
        ForceSpawnedEvent<public>:listenable(agent) = external {}

        # Signaled when wildlife is damaged.
        # `Source` is the `agent` that damaged the wildlife. If the wildlife was damaged by a non-agent then `false` is returned.
        # `Target` is the wildlife that was damaged.
        DamagedEvent<public>:listenable(device_ai_interaction_result) = external {}

        # Signaled when wildlife eats a pickup such as a Shroom or Meat.
        #  Sends the wildlife that ate something.
        SomethingIsEatenEvent<public>:listenable(agent) = external {}

        # Signaled when an `agent` rides wildlife.
        # `Source` is the `agent` that started riding the wildlife.
        # `Target` is the wildlife that was ridden.
        RiddenEvent<public>:listenable(device_ai_interaction_result) = external {}

        # Signaled when an `agent` dismounts wildlife.
        # `Source` is the `agent` that dismounted the wildlife.
        # `Target` is the wildlife that was dismounted.
        DismountedEvent<public>:listenable(device_ai_interaction_result) = external {}

        # Enables this device.
        Enable<public>():void = external {}

        # Disables this device.
        Disable<public>():void = external {}

        # Resets the count on the *Total Spawn Count* option.
        Reset<public>():void = external {}

        # Spawns wildlife from this device.
        Spawn<public>():void = external {}

        # Despawns wildlife. `Agent` is marked as the one who eliminated the wildlife.
        Despawn<public>(Agent:agent):void = external {}

        # Destroys this device, marking `Agent` as the destroyer of the device.
        DestroySpawner<public>(Agent:agent):void = external {}

        # Tames wildlife, making them AI partners of `Agent`.
        Tame<public>(Agent:agent):void = external {}

        # Untames any tamed wildlife that belong to `Agent`.
        Untame<public>(Agent:agent):void = external {}

        # Untames all wildlife.
        UntameAll<public>():void = external {}

        # Teleports `Agent` to the nearest wildlife, then `Agent` mounts that wildlife.
        Ride<public>(Agent:agent):void = external {}

        # Dismounts `Agent` from wildlife.
        Dismount<public>(Agent:agent):void = external {}

        # Dismounts all `agent`s from wildlife.
        DismountAll<public>():void = external {}

        # Restores energy to wildlife belonging to `Agent` by *Energy Restore Amount*.
        RestoreEnergy<public>(Agent:agent):void = external {}

        # Restores energy to wildlife by *Energy Restore Amount*.
        RestoreEnergyForAll<public>():void = external {}

        # Consumes energy from wildlife belonging to `Agent` by *Energy Consume Amount*.
        ConsumeEnergy<public>(Agent:agent):void = external {}

        # Consumes energy from wildlife by *Energy Consume Amount*.
        ConsumeEnergyForAll<public>():void = external {}

        # Returns the spawn limit of the device.
        GetSpawnLimit<public>()<transacts>:int = external {}

Easiest way is in the wildlife spawner details panel find “User Options - Functions” Add an array attribute to “Tame” put in a player spawner - on player spawned.

By default, you are limited to 3 Tamed wildlife AI, this can be lowered in islandsettings