It was entirely blueprint and running on 4.6
For the gamejam I decided to make my project heavily focused on AI and I learned so much during that time that it’s clear to me now why this didn’t work. I’ve since fixed it. I didn’t post earlier because I needed a day off after the 40 hour straight psycho run to finish on time.
My assumption was that the decorator was basically the “if/branch” that allowed the sequence to execute and that it was checking this per tick. While that’s somewhat true, the task itself didn’t have a way out. Basically there was no “finish execute”. So it wasn’t jumping back out to even bother checking if the value had changed. After adding a check on that get blackboard value at the end of the wander task itself, it now has an exit plan and it works just fine.
The OP was me being frustrated for just a few moments and was created about two hours after I had started learning about behavior trees for the first time ever. I was laughing while making the image, not angry. I don’t want to give the impression I don’t totally love the tool.