Behavior Tree Still Activates Selector When Not Supposed To

Hello, in the picture I have attached a snip of my behavior tree. The problem I’m having is that, if the tank can see the player, it activates the State is Combat selector (Right) which starts a MoveRotateTo task. However, if the tank cant see the player that state is set to idle and is supposed to execute the MoveToIdle which just sets its Floating movement component speed to 0. I can see the state being set to Idle so I know the code works, but for some reason it still does the move to function. After some time it does stop though. But in the BT it seems to flicker very fast between the two for some reason as if something isn’t set properly.