Getting AI to interrupt/abort Behavior Tree MoveTo Task

This maybe a bit specific to my project, but I have had a lot of success with using the AI Controller’s “Stop Movement” function. It seems to terminate Move-To, and I simply start whatever new actions I wanted to perform right after calling this function. You can find the function by pulli!ng from the controller pin in any AI specific event in Behaviour Trees. “Basic_Influ_Blue” is the AI controlled Character. This task occurs at a higher priority than the move to task, shutting down the Move-To while its decorator aborts lower, so that it doesn’t start again until bAllowedToMove is set to true.

The only caveat is that this function stops ALL movement, so you would need to be okay with a full stop before behaviour changes.

Cheers.