Behavior tree still running after player controller possesses actor

In my project the player can switch between characters, and when they switch off a character an AI controller possesses it and runs a behavior tree, which is currently just a move to and an attack task. When switching back to that character though the behavior tree still runs the move to task even though the AI controller has unpossessed the actor. Does anyone know why this might be happening?

My current blueprints in the AI controller:

I figured it out! originally i just had event unpossessed connected to spawn default controller in my actor blueprint, but event unpossessed gets called every time something unpossesses an actor, so it was also being called when the ai controller was unpossessing the actor and was getting itself stuck in a loop