As you can see, HasForcedAction was set to true and ActionState changed to MoveTo. But it is not aborting. Hell, it is not even failing the decorator. Well it does, but only AFTER it completes the task BTT_CharaccterMoveToTarget.
Apparently this (UNDOCUMENTED, yes documentation is still missing) checkbox locks the entire AI-tree. And it is checked by default. So make sure to uncheck it or all your aborts will fail, regardless of setting.
OMG!!! I needed hours and wondering why my behavior tree is not working. The mouse over description of this **** property should tell the user that it breaking the AI abort and abort in BTTasks will not fire when this is on.