As it stands I am using the move to task to go to the various way points just like in the first AI video from Unreal, but is there a way to cancel the current move to and move to a perceived player in the behavior tree? Would I use a custom service to check to see if a player is perceived?
Found another video on youtube. I will answer my own question in the event someone reads this with the same question. Add a decorator of the black board type on any node. Under the flow control options for the decorator you will see Observer Aborts set it to both and when the value that is being observed is changed any current running task will abort so a new task can be ran.