maybe a simple parallel node can help?
so you are still moveto and running other things, if lost sight of player, the node would return fail and another action down the sequence would move to another point.
Just my guess, haven’t test it yet.
This is for situations where the AI can see the player and will randomly attack them. It looks like I’m a victim of the Context Sensitive Blueprint Node menu.
When I’m in a task I can come out of the ‘AI Move To’ node owner but not a ‘Stop Movement’ Node, casting to the AI Controller sorts this out.