Hi, generally speaking:
In behavior trees nodes get executed from left to right. Then you have two things for execution flow: Selector and Sequence.
A Selector will execute its children from left to right until one of them succeeds, then the Selector will succeed upwards. If all its children fail, then the Selector will fail upwards.
A Sequence will execute its children from left to right until one of them fails, then the Sequence will fail upwards. If all its children succeed, then the Sequence will succeed upwards.
Then you also have decorators (e.g. BlackboardBasedCondition), specifying whether the task below can execute.
In your case, the execution flow will first go into the Selector on top. Then it will start executing its children from left to right, therefore starting with PatrolSequence. If the BlackboardBasedCondition decorator you have there will return false, then the execution will move over to InvestigationSequence (or if the decorator retunrs true but any of the children of PatrolSequence fail, then the Sequence will fail upwards and it will also execute InvestigationSequence next).
Overall, if PatrolSequence fails, it will execute InvestigationSequence next. Since it then gets stuck there, that means that both the BlackboardBasedCondition there keep returning true, and the MoveTo keeps running (or since you say that it keeps flashing that means the MoveTo succeeds very quickly, suggesting the target you want to move to there is already inside the acceptable radius).
Now, as long as InvestigationSequence succeeds, it will never go into AlertSequence.
For moving past the InvestigationSequence, you could make the InvestigationSequence fail after it ran once (e.g. make another decorator that returns false then), then it will go into the AlertSequence. If you want to go into CautionSequence from there, then you may need another decorator that prevents AlertSequence from executing.
And generally speaking, behavior trees are good at sequential behavior, but not really good for modelling transitions between ai states (like patrol, investigate, alert).