Behaviour tree sequence does not run all its children?

Hi everyone,

I have encountered an issue with a sequence in my AI behaviour tree which I can’t seem to resolve even after hours of researching what could be the problem.
At a certain point in my behaviour tree, I am running a sequence which is supposed to 1) increase the movement speed of my AI character through accessing its movement component (node nr 11) and then 2) run a selector which randomly chooses between two states that make the AI character either approach the player character or run for cover (node nr 12).
My assumption is that in general the sequence node works in a way that it runs all of its children from left to right. Unfortunately this does not seem to be working in this particular case (even though sequence runs correctly in the other branch of my behaviour tree):
Step 1 (node nr 11) seems to be carried out successfully, as the movement speed gets increased. However afterwards execution finishes and control is given back to the root instead of carrying on with Step 2 (see screenshot which I took while running a simulation).

The task that changes the speed has a finish execute function marking it successful at the end (see second screenshot). Also, it is a parameterized node which I use in the other branch of my behaviour tree where it does work.

Now if I change the order of execution, the selector gets completed successfully but since it is a long branch, the speed gets changed only too late; it is not what I want to do. I tried changing the sequence to a simple parallel but with the same result.
Am I missing something? Thanks a lot in advance.

Having a problem like this myself . You find this solution?

Hey, yes, for some reason my change walk speed did not work that, which caused the sequence to fail prematurely.

I can check it later today and send you a screenshot of how I got around it if you are interested.

What is your issue concretely? Are you having with setting variables in the movement component?

Hi. Did you able to solve this problem? I am facing the same problem.

Hey. I just found the solution of this problem. In WalkSpeed service there needs to be a connection between Event Received Execute AI and Cast to Character Movement Component.