Why won't my Timer Trigger/Update Timer Handle?

Basically what I’m trying to do is use the behavior tree to control my AI movement/attack sequence. When the AI has it’s only ability cooling down, I want it to only move to the designated distance from the player (or remain within that “Acceptable Distance”.) The issue I’m running into is that the Timer by Event I have set at the very beginning of the task doesn’t seem to trigger, resulting in no updating of the Handle, and resulting in an Infinite Loop when using the “While Loop” node.

My current Blueprint is:

I have tried having the Event Trigger a Function/Event that changes a boolean from true to false (and false to true), but then that variable change never takes place.

What am I missing in this Timer that is causing it to not start?

My suspicion is that since I am using a Behavior Tree to call the Task to perform the above blueprint, the Behavior Tree is constantly resetting the Timer as it tries to call?

But I have no clue how I would otherwise go about this. I have tried creating a Blackboard Key Boolean that would trigger to False after casting Fireball, but then would still need a timer somewhere to reset that to True so that Fireball can be cast again after X seconds.