AI Character stops/pauses after "Move To"-node

Unfortunately I couldn’t reproduce the issue in a clean project.

But I guess you were right with the pausing. I think the "move to"´- task did call “Finish execute” and jumped all back to the beginning of the tree, which caused the pause.

I did an overhaul of my tree with a “sub-sequence” that is looping when a pawn is sensed and recaptures a new destination every n-seconds(delay), thus following the player without a big pause. I think the performance is not as bad as executing the “destination recapture” inside the tick.