Ok Ivan3z, thanks for the back and forth with me, really trying to help with this one!
Your original there looks great! I’m actually thinking that the issue is different. Your behavior tree on the right looks like it’s doing exactly what it should, they’re very fast and twitchy. What’s happening is this:
The MoveTo task is giving the paw a destination. They move to that destination and stop.
Upon reaching the destination, the task returns Success, the behavior tree runs through, reaches the end, and restarts from the root, which is what MoveTo is supposed to do. So there’s a new goal!
What the goal should be now is finding a way for your characters to update their destination without stopping their movement.
You might need to use a Simple Parallel but I couldn’t tell you where to use it.
Your problem has been an issue with UE in the past, most solutions I’ve seen involve using C++.
I wish I could help more but I think I’m getting out of my depth. But what I can tell you is what you thought was the problem is not the problem, it’s the MoveTo, and that’s a problem I don’t know how to solve.
Try creating a new post with that question! Make sure to include the last video you sent.