Behavior tree and AI movement

I’ve updated my project from 4.10.4 to 4.12.4 and now have a new problem with my behavior tree.

My AI has an Enum with several states, some of those states involve moving to a certain location.
Locations can change continuously, also movement can be interrupted, and AI can switch states in the process.

Depending on the state I execute a corresponding branch of behavior tree using a blackboard-based condition decorator.

In 4.10 AI moved perfectly fine.

In 4.12 it jitters every time the MoveToActororLocation node is executed as if movement stopped and restarted every time.
If I check “Lock AI Logic” (node is called once), AI moves correctly, but its destination can’t be updated, nor its movement can be interrupted, it will always go blindly to its initial destination unless the state changes, then another MoveTo node stops movement and starts a new one.

What is the correct approach to fix this issue?
The simplified task can be described as follows: AI must follow an actor, but stop if it gets too close. So it’s a MoveTo node that should be interrupted if the distance is too short.

Found a solution. If you are experiencing this behavior and want to update your destination continuously, use AIMoveTo node instead of MoveToActorOrLocation.

Just did the trick for me. Thanks!