Behavior Tree Blackboard Decorator Not Working

I have a behavior tree set up. One branch checks to see if two different AI characters are trying to use the same cover point. If they are, the logic then chooses another cover point so they aren’t fighting over the same location.

In the branch, a service is called to populate the number of nearby enemies. In my test case shown in the screenshot below, you can see that NumberOfNearbyEnemies for this character is 2, which indicates that there are 2 other enemies trying to use the same cover point (which is what’s actually happening in the world)

If you look at the tree, however, it is completely bypassing the node designed to pick a new cover point. The decorator on the left-most child node checks to make sure that NumberOfNearbyEnemies is greater than 0. 2 is greater than 0, but the node is being ignored, and it does this consistently. Interestingly, there’s no red mark on the decorator indicating that it has failed the condition check. It just basically acts like the node doesn’t exist.

Heh… I think I know what’s going on, and it’s not a bug, it’s me being stupid. There’s a selector with no child nodes. Duh.