Behavior Tree gets stuck

I have a variable called “isAlive” for enemy AI, after they get shot, isAlive is set to false, so in the behavior tree, the isDead condition passes and then it moves onto the Behavior Tree Task “Die” which plays some animations but it also spawns the next enemy AI.

The next enemy AI does spawn and I have verified that the code reaches Finish Execute in the “Die” task (should I have succeeded checked off? I’ve tried it both ways).

After spawning the next enemy, before the “Die” task is complete, I set isAlive back to true.

Problem is that my behavior tree gets stuck once it executes the “Die” task, even when isAlive is set back to true, the tree is still executing “Die.”

I think the problem is in how I’m finishing my behavior tree tasks, they all end with Finish Execute, am I missing something?

I know the issue has something to do with the “Die” task not ending properly because if I replace it with something like “Wait” 2 seconds, that will work.

I’ve gone through the “Die” task and have checked everywhere to make sure “Finish Execute” is always being called, and from debugging, I know it is. So why is the BT getting stuck at that one task?