How to use the multiple behavior tree

AI tracking players, arrived in front of the player, stop tracking, start the attack (do not want AI has been washed, sometimes to pause or retreat and then attack)

Because the behavior tree, can only determine whether the variable is set, can not use the variable Boolean value

So I want to use the multiple behavior tree to achieve my purpose, but AiController is almost unable to switch the behavior tree.

How is this problem solved?

I’d use one primary behavior tree, then within that, have a Run Behavior task node that runs your attack BT when IsFollowDone is true. Here’s an example of how I do this for my AI