Keep executing other behavior tree nodes after node failure

I have very short knowledge about UE AI, so this is what I have been looking for.

A blueprint node (behavior tree) that would allow my code to be executed even if a blackboard decorator assertion fails.

Something like this:

Hey, did you tried with a Selector instead of a Sequence? If i remember Sequence will Stop if the 1st is wrong but Selector will execute the first valid from the left to the right