Behavior Tree isn't executing BT Tasks

So I’ve been trying to setup a simple Behavior tree to experiment with it. I’ve gone over the tutorials that are available and that isn’t many - because it’s still “experimental”. I just want to see this thing work from start to finish even for a brief moment, figuring out the rest should be easy. In the screen shot below you can see top left - my BT and the options available to each of the nodes, the top right - is my Decorator BP, bottom left is my Service BP (I’ve since toggled the bool value to be always true for testing) - and bottom right is my BtTask that I’m trying to get to work (I’ve also since toggled the success bool to be always true). It doesn’t appear to fire. It’s trying to move my Pawn class which Spawns at the coordinates 1000, 0, 250. So it should move from there to 0,0,0. It spawns fine, and BT run’s fine - I can see the yellow indicater jump through the branches and leaf node. but I never see anything else fire off and so my pawn class doesn’t move.

Also, in my Black board I have a key called “Has Location”. I’m confused as to where/ when/ how this location is set or checked to be existing. Am I correct in the service is for “setting” blackboard keys, and the decorator is for checking condition on that? My AI controller is blank right now. I’m not sure how I’m going to be using that.

I’ve also tried adding in a blackboardKeySelecter into my BtTask BP and using that. Still I’m not getting any movement on my class. It doesn’t appear that any of my events are firing in my BT related BP’s. But I can see in my BT that the value Has Location is “true” so it’s reading something.

For some reason I cannot recreate the Cast To Ai controller node that I’ve already created. If I delete it, then I’m not able to put it back right where it is, with or without the context.

Okay that last bit is fixed but I don’t know how. I just closed reopened UE4 and then I was able to delete/ recreate the Cast to AI controller. I’m still not able to move this spawned class though? It goes to Behavior Tree and iterates down the tree, I can see that happening, but I’m not sure if it’s calling or instructing the class to move properly.

Okay so this is for anyone who made the same mistake as me in regards to Simple Move To Location. In order to get it working my class had to be extended as a “character” and not a pawn. I don’t know the details of that but someone did mention something about pawn not having locomotion or something like that. I suppose that particular node or nodes similar use this. just guessing. Anyhow, setting up BT, Blackboard, and with a simple service, and Decorator as depicted above, one could Blueprint together a BtTask to use simple Move To Location. and it should work so long as the class in question is extended as a Character class not a Pawn Class. Here’s where I someone pointed me in the correct direction. link text