You need to be a bit careful about setting blackboard variables so that you don’t accidentally Abort a condition higher up in the tree.
In your situation, you have 3 Booleans for “NotDecided”, “Accepted”, or “Rejected”. When the player makes their decision, you are (very reasonably) setting “NotDecided=False”. However, be careful about what your tree is saying here. It says it can only enter this sub-branch while “NotDecided=True”, so this whole subtree (including the Accept/Reject logic) will never run (is all unreachable) as soon as a decision is made.
You need to flatten this subtree so that the Accept/Reject logic is not a child of the “NotDecided” condition. Like so:
(Also, you might want to consider replacing those 3 Booleans with a single custom Enum. It would avoid the possibility of ever having bugs like accidentally have NotDecided and Accepted equal to True at the same time).