Why are my AI BPs all reacting when one is being attacked?

I have a enemy. A skeleton. It’s skeletal and I have his state machine and everything setup in the animation blueprint. I then created his character blueprint to give him health variables and such. Problem is when I put more than one of him on my map it’s like they’re all reacting to what one of the is doing.
If I attack one THEY ALL play the attacked animation.

How do I stop this from happening?

This sounds like the problem is not in the animation blueprint but how you pass the damage/attack info to the skeleton.

Yea but why exactly would all BPs of the same kind jump and take damage or any other animation when I’m only attacking one???
Shouldn’t they all act independently like all of the other BPs in the game???

Should each enemy have a separate controller ??
I don’t have any controllers setup I don’t guess I have the animation BP and the character BP to make him an enemy on the map.
Should I be making controllers ? Or something.
I feel like something is missing.

Each enemy should have a separate AI controller instance.

Can you please explain to me how to do that?? I have no Idea honestly…

If there is anyway someone could walk me through this.
Do I make the controllers like I do the BPs? And How do I assign each Blueprint to a different controller??? If it’s just another instance of the same BP? Or should that be done differently too?

Alperenakyus you were kind of right.
I was casting to the game mode cuz I didn’t understand how to cast the BP of the enemy when in the animation BP. Get pawn owner and then Cast to him. Fixed everything up after I reworked it a little. Thanks everyone I guess it was in the character BP.