TickTask doesn't work

Hello! I created new BehaviorTree task. In ExecuteTask Event I have:

  if (bSomeBool)
    	{
    		APawn* AIPawn = OwnerComp.GetAIOwner()->GetPawn();
    		PlayerController->Possess(AIPawn);
    	}

If bSomeBool == true then TickTask Event doesn’t work at all. Any ideas?

/** if set, task search will be discarded when this task is selected to execute but is already running */
UPROPERTY(EditAnywhere, Category=Task)
uint32 bIgnoreRestartSelf : 1;

/** if set, TickTask will be called */
uint32 bNotifyTick : 1;

/** if set, OnTaskFinished will be called */
uint32 bNotifyTaskFinished : 1;

setting bNotifyTick in the task constructor is not enough to make TickTask fire, I tried and still doesn’t work

I found the solution here: Custom BT Tasks not ticking - AI - Unreal Engine Forums

Basically you mut override ExecuteTask too and make it return EBTNodeResult::InProgress;