Getting AI to interrupt/abort Behavior Tree MoveTo Task

You will need a different way than a decorator to constantly check if the player is close to your AI. What you could try is:

1 - Turn your first MoveTo node into a Simple Parallel

2 - Make your MoveTo the main task of the parallel

3 - Make the background task of the parallel a selector with no children that loops forever and has a cone check that aborts both.

I don’t know if having no children under the selector would be problematic, but it should be easy to try.