UE4 AI "Detection by Affiliation" System causing problems. Any help?

Hello everyone. I’ve got a problem. I have an AI that chases and attacks the FirstPersonCharacter player on sight. The problem comes when I have more than one of that AI in a world. It sees the other AI and then calls the “GetPlayerLocation” behavior tree event that I set up. This is essentially Aimbot for the AI, and it immediately turns around at the start of the game, and runs at me. I can fix this by changing the AI’s “Detection by Affiliation.” to only enemies. Sadly, then it doesn’t detect the FirstPersonCharacter or the AI. So I fixed and caused a problem. I would like to be able to set the FirstPersonCharacter to an “Enemy” instead of being a neutral or friendly. I’m currently using Blueprints in Unreal Engine 4.26, not C++. Can anyone help?
Much appreciated,
-rainbowbull8

you need to use c++ to be able to set the player as enemy. Here is a tutorial I made on the topic, I hope this is useful.

Thank you so much! I am not quite familiar enough with the C++ integration with Blueprints in Unreal Engine, but this is very helpful. I finally figured out how to do my own system, but with tags and Blueprints. Thanks again!