Why does an instance of a controller return all the pawns?

I have created exactly this:

https://docs.unrealengine.com/latest/INT/Engine/AI/BehaviorTrees/QuickStart/12/index.html

But if I place multiple AI’s, all the AI’s are activated instantly. So if I got agro of one ai, all the ai’s are moving to the player.

Check your blackboard asset. Are any of your variable Instanced Synced while they shouldn’t be?

Tank you very much, that was it! I did not know that this option existed. Do you know when this option is useful to use? And do you know of other things like this that is handy to know? I am new to the ai system of UE4.

PS if you post your comment as answer I could accept it

I converted it to an answer. Glad to help!

Thanks! You really helped me out! Do you have any other comment on my other questions? Or do you think the most things are pretty straightforward?

Instance Syncing variables is useful for group behaviors, for example when all bots should aggro the same actor. Or when they should defend or escort the same actor. Also when your behavior tree needs a reference to a special actor, you can store it on the blackboard once in an instance synced variable, so that you don’t have to keep finding that reference over and over in tasks in different behavior trees.