Behavior Tree / AI Run Away After Health <50

Hello!

I’m trying to make an enemy AI behavior tree following YouTube tutorials, but something ain’t right: I can’t set up proper conditions for the enemy to start running away if he’s getting damaged too much. I think there’s something wrong with my initial behavior tree because it’s working a bit glitchy (yet working).

Here’s how it looks now:

Could you give me an advice, how could I rearrange these blocks from two smaller sets into one bigger one without breaking it, so I could place the third smaller set to play next when the condition is right?..

Here is this part (of what I want to achieve at this stage) closer:

The logic is: enemy notices’ player, runs to melee fight, runs a bit away if got hit, start shooting at player (all of this is working) and runs away if his health float is below 50% (that’s the point of the question).

Some more details →

RunAwayFromPlayer task:

Part of the enemy character blueprint with health check & blackboard bool set:

Please, tell me how can I improve my current visual code to achieve it? What am I missing?