Event Tick kinda stops executing, but also kinda doesn't.

I’m using 5.4.4.

The last two pins of the sequence node do appear to be executing just as indicated by the event graph, even though it doesn’t show any execution pulse coming out of the Event Tick node itself. The last pin seems to be working as intended.

The second to last pin updates the position of a SphereCollider component on my character, which my animation blueprint uses as the transform variable for an IK target. When it is working correctly, the position of the sphere collider is determined by whether the CheckForDeflection line trace hits a shield or anything else that should deflect it. Otherwise it is positioned according to player input.

When it stops working, the sphere collider just kind of twitches spastically, so it isn’t quite working as intended, but it does appear to have some kind of execution path going to it.

The line traces in the preceding pins CheckForSuccessfulAttack and CheckForDeflection do not seem to be executing at all once it stops working.

Can you help me understand what you meant about completion time building up over time? As long as the tasks aren’t using timelines or some other time based execution, shouldn’t all the tasks from the event tick be completed already before the start of the next frame?