Behavior tree decorators

I have this BT and i can’t understand why my move to doesn’t abort itself (maybe my understanding of how this intended to work is worng?) The CreepState is set to combat so it should stop move to and only execute the sequence, right? Also why won’t it go throguh after BTT_Creep_Attack? I mean it’s a simple node and i can’t see any way of it’s failing (the logic is on the screenshot).
Thanks.

You should put a Blackboard deco with a condition, CreepState is NOT Equal to Move to WayPoint

That gives the same result. It seems that this Move To could be a problem, it is set to Waypoint and is not succeeded so it can’t be set to anything else probably, but I thought the abort self takes care of it.