AI Behavior Tree never leaves MoveTo node

If I add a decorator to the MoveTo node that always returns true it gets stuck on the MoveTo node, and if it always returns false the entire sequence is aborted (as I expect). If I replace the sequence with a selector, and add a decorator to the MoveTo that fails if the actor is close enough, it runs the MoveTo on the first pass through the tree, completes, and then runs the sound node on the second pass. Is there a way to do this on one pass through the tree, without the delay?