How do you restart a behavior tree branch?

If, for example, the branch is currently running, how would you restart it with a decorator?

In a C++ project or compiled?

Uh, sorry, just realized its tagged blueprint scripting. In C++ there’s a function
UBehaviorTreeComponent::StopTree()
and also a start tree function.

But I don’t think stop tree has been exposed to blueprints yet…

Please refer to: https://answers.unrealengine.com/questions/153888/how-do-you-reset-a-behavior-tree-composite-node.html#answer-155511