Actor ignores events if under the Wait node in behavior tree

I have an AI actor that moves toward you, if it collides it counts as a hit, and the AI is suppose to stop moving for a few seconds (or retreat to a short distance away). I noticed that the overlap events and take damage events on the AI don’t fire if it is at the Wait node in my behavior tree.

How do I implement a delay in actions but not disable the events on my AI actor?

There’s not a single thing BT does to pawns/AI actors that would result in ignoring/blocking overlap events. Have you double-checked if your AI gets the relevant events when not controlled by BT?

Also, any detailed information/screenshots you might share would be helpful.

Cheers,

–mieszko