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


