# Behavior Tree stuck on Wait task

**URL:** <https://forums.unrealengine.com/t/behavior-tree-stuck-on-wait-task/1210616>\
**Category:** Blueprint\
**Tags:** npc, Behavior-Tree, unreal-engine, question, Blueprint\
**Created:** [June 26, 2023, 1:31am UTC](https://forums.unrealengine.com/t/behavior-tree-stuck-on-wait-task/1210616 "2023-06-26T01:31:30Z")\
**Posts on this page:** 7\
**Page:** 1

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**Author:** ![Blieve144](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/blieve144/32/538512_2.png) [@Blieve144](https://forums.unrealengine.com/u/Blieve144)\
**Post date:** [June 26, 2023, 1:31am UTC](https://forums.unrealengine.com/t/behavior-tree-stuck-on-wait-task/1210616/1 "2023-06-26T01:31:30Z")

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my behavoir tree always runs the wait task infinitely and i cant seem to find the reason why . i have checked other treads of this kind and they didi help. im not sure how to fix this issue, i am using UE 5.1

 ![CRAFT - Unreal Editor 13_06_2023 16_10_36](https://d3kjluh73b9h9o.cloudfront.net/original/4X/c/7/4/c7456c97e6e75fd7d5464018663c8fe1046abed4.png)  
 ![CRAFT - Unreal Editor 13_06_2023 15_48_16](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/8/8/68814304ab7e31f8b9e2fa7b32839cf3d9df79d6.png)

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**Author:** ![DemiCercle](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@DemiCercle](https://forums.unrealengine.com/u/DemiCercle)\
**Post date:** [November 15, 2023, 7:47pm UTC](https://forums.unrealengine.com/t/behavior-tree-stuck-on-wait-task/1210616/2 "2023-11-15T19:47:08Z")

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Yeah, I have the same issue with the same setup, it’s a shame. Unreal might “look” super fancy to use, but behind those beautiful tools, things aren’t working as expected. Don’t know how to debug that properly.  
Sorry for the “troll”, but I’m a bit bored.

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**Author:** ![Fenyx\_Invincible](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Fenyx\_Invincible](https://forums.unrealengine.com/u/Fenyx_Invincible)\
**Post date:** [October 29, 2024, 7:59pm UTC](https://forums.unrealengine.com/t/behavior-tree-stuck-on-wait-task/1210616/3 "2024-10-29T19:59:33Z")

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Apologies for necroposting, but I am experiencing the exact same issue. My version of the wait function (a copy with additional functionality) randomly freezes sometimes. Was a solution ever found?

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**Author:** ![Nightwolf](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/nightwolf/32/917179_2.png) [@Nightwolf](https://forums.unrealengine.com/u/Nightwolf)\
**Post date:** [November 1, 2024, 4:37am UTC](https://forums.unrealengine.com/t/behavior-tree-stuck-on-wait-task/1210616/4 "2024-11-01T04:37:01Z")

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Im actually not sure why it fails, the best guess is something with your conditions

 ![Screenshot 2024-10-31 235137](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/c/6/ac6cad4d7212b1a17f9b1edbd429bd911e2e24ce.png)  
When i make something to try and replicate what you guys have going on it just works, Try messing with the conditions of abort

Remember that a sequence only continues with its children until one of them fails, you could conceivably get around this by making your own timer to test with

 ![Screenshot 2024-10-31 233552](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/2/6/a260dd3295d82aa75a2adb5d3dd1281497b9db42.png)  
make time instance editable and expose on spawn

Then you can choose to return success or failure and see if that allows it to progress to the next child

Also your checking if the Enum is not set, if you’ve set it anywhere, idle, melee, Ranged it will no longer read as Not set, so you’ll want to check if the value is = to ranged or melee

Try changing aborts to self, when it aborts both it likely restarts

This is the extent of what i went to with testing, it’s able to execute all of the nodes hope this helps you narrow down where yours goes wrong

 ![Screenshot 2024-11-01 003623](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/8/8/f889f391b9d491b871e6d481647c40c9c13953a6.png)

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**Author:** ![Blieve144](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/blieve144/32/538512_2.png) [@Blieve144](https://forums.unrealengine.com/u/Blieve144)\
**Post date:** [June 7, 2025, 11:42pm UTC](https://forums.unrealengine.com/t/behavior-tree-stuck-on-wait-task/1210616/5 "2025-06-07T23:42:29Z")

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Back again after years with the same problem. but this time its with the MOVE\_TO node in my tree. was working perfectly fine until it wasn’t. now all move\_to nodes no longer wotk , and im seriously stuck .  
for some reason MOVE\_DIRECTLY\_TO works perfectly ,but htem i realised that is basicaly just moves in a straight line and doesn’t actually find the target .  
anyone face and hopefully solved this .  
using UE 5.5 this time .  
this are a few examples

 ![Screenshot 2025-06-08 004003](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/6/2/b6252d09251623892c7369de04361654d7f9406a.png)  
 ![Screenshot 2025-06-08 004053](https://d3kjluh73b9h9o.cloudfront.net/original/4X/5/4/d/54d75190da3f5360b7ed5425128562e03da3b66b.png)  
I am seriosly frustratedd right now.  
the map  
 ![Screenshot 2025-06-08 004209](https://d3kjluh73b9h9o.cloudfront.net/original/4X/f/4/7/f47514c821641852060649f4267eb4f6c09fce2f.jpeg)

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<div class="post-metadata">

**Author:** ![Blieve144](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/blieve144/32/538512_2.png) [@Blieve144](https://forums.unrealengine.com/u/Blieve144)\
**Post date:** [June 7, 2025, 11:43pm UTC](https://forums.unrealengine.com/t/behavior-tree-stuck-on-wait-task/1210616/6 "2025-06-07T23:43:44Z")

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thanks for the reply  
yea i tried that , especially with this new instance of the proble . but no dice .

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<div class="post-metadata">

**Author:** ![Blieve144](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/blieve144/32/538512_2.png) [@Blieve144](https://forums.unrealengine.com/u/Blieve144)\
**Post date:** [June 9, 2025, 7:20pm UTC](https://forums.unrealengine.com/t/behavior-tree-stuck-on-wait-task/1210616/7 "2025-06-09T19:20:53Z")

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Ok, turns out i shot myself in the foot.  
Problem came from giving his weapons collision which interfered with the characters navigation
