Unreal 4.11 AI Controller not working

Hi, we just migrated from 4.10 to 4.11 and i used the following code in 4.10 to spawn the controllers ( I had to spawn them because we had multiple characters to switch between )

FoxController = Cast<AAnimalAIController>( GetWorld()->SpawnActor(AAnimalAIController::StaticClass()));
	WolfController = Cast<AAnimalAIController>(GetWorld()->SpawnActor(AAnimalAIController::StaticClass()));
	for (TActorIterator<AAryaController> FoxCIter(GetWorld()); FoxCIter; ++FoxCIter)
	{
		AryaController = Cast<AAryaController>(*FoxCIter);
	}
	for (TActorIterator<ACameraDirector> FoxCIter(GetWorld()); FoxCIter; ++FoxCIter)
	{
		CameraDirector = Cast<ACameraDirector>(*FoxCIter);
	}
	EnableInput(GetWorld()->GetFirstPlayerController());
	InputComponent->BindAction("Wolf", IE_Released, this, &ACameraManager::PossessWolf);
	InputComponent->BindAction("Fox", IE_Released, this, &ACameraManager::PossessFox);
	InputComponent->BindAction("Fox_Distract", IE_Released, this, &ACameraManager::FoxDistract);
	for (TActorIterator<AWolf> WolfIter(GetWorld()); WolfIter; ++WolfIter)
	{
		Wolf = *WolfIter;
	}
	for (TActorIterator<AFox> FoxIter(GetWorld()); FoxIter; ++FoxIter)
	{
		Fox = *FoxIter;
	}
	for (TActorIterator<AArya> AryaIter(GetWorld()); AryaIter; ++AryaIter)
	{
		CameraDirector->Arya = *AryaIter;
		Arya = *AryaIter;
	}
	PossessWolf();
	AryaController->Possess(Arya);
}

void ACameraManager::PossessWolf()
{
	Wolf->PossessByPlayer();
	FoxController->Possess(Fox);
	CameraDirector->SetCurrentAnimal(Wolf);
	AryaController->CurrentAnimal = Wolf;
	Arya->CurrentAnimal = Wolf;
}
void ACameraManager::PossessFox()
{
	Fox->PossessByPlayer();
	WolfController->Possess(Wolf);
	CameraDirector->SetCurrentAnimal(Fox);
	AryaController->CurrentAnimal = Fox;
	Arya->CurrentAnimal = Fox;
}

The possess function of the controllers :

void AAnimalAIController::Possess(APawn* InPawn)
{
	Super::Possess(InPawn);
	CurrentAnimal = Cast<AChild_No_More_1Character>(InPawn);
	CurrentAnimal->AmITheOwner = false;
	if (CurrentAnimal)
	{
		CurrentAnimal->MyController = Cast<AAIController>(this);
		MyBlackBoard->InitializeBlackboard(*(CurrentAnimal->MyTree->BlackboardAsset));
		MyBlackBoard->SetValueAsObject("Arya", CurrentAnimal->Arya);
		MyBlackBoard->SetValueAsObject("SelfActor", CurrentAnimal);
		MyTree->StartTree(*(CurrentAnimal->MyTree));
		
	}
}

This code worked perfectly in 4.10 but in 4.11, the characters just stand there.