Behavior tree: How to not kill player if they are hidden

I made a simple behavior tree from tutorials for an enemy AI. I managed to get into the way of thinking enough, So besides patrolling and looking for player when lost from sight, I added a “kill player” task. It works fine as it is. The enemy stops, makes a sound, and then runs to my player and kills him. But, if I manage to run away and hide in a box that turns an “invisible” bool inside the player to true, the enemy just waits for the player standing still and keeps making the attack sound over and over. What do I do wrong? There are many BP’s for AI, so if you need any specific photos to help just ask and I will upload. Thank you!

Figured it out. The player can hide inside a cube that blocks visibility. So when the player clicks on the box, I disable player’s collision, then move it inside the box, and reverse that to exit. No need to edit the behavior tree this way.