Attach AI Blueprint to Pawn or Character

So I’m pretty new to UE4 which means this may be a very basic question. I started a project using the 2D side scroller template and added my own character and things, so then I wanted to add an AI. I watched some youtube tutorials and set up a behavior tree with a blackboard and an AI Controller Blueprint. So I have this sprite which I want to be the opponent. I tried adding the sprite to the transform component and it showed the sprite in the blueprint view port. But when I went back to the main screen I couldn’t just drag and drop the AI component blueprint into the level like I could the template character blueprint. So I created another character blueprint and added the sprite to the “mesh” which made it show up and I could drag it into the editor but then it would disappear (I have all collisions properly setup) and didn’t run the behavior tree. Also, in the character blueprint I had the AI controller under Pawn set up to my Sprite’s AI component. So how can I add an AI component to my 2D level? Where do I attach my sprite? Thanks in advance!

AI Controller same as player controller need to possess pawn (Character is extended Pawn class) in order to control it. You can manually spawn AI Controller manually and and make it possess pawn, but there properties in defaults of pawn there should AI Controller Class and Auto Possess AI. Set your AI Controller class (remember that blueprint is a class same as C++ class) and check Auto Posses AI and now pawn it self gonna set up the AI Controller for it self.

I’ll try this soon. Will let you know if it works and mark your answer correct. Thanks!